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RimWorld => Releases => Mods => Outdated => Topic started by: IshOfTheWoods on June 24, 2015, 10:15:58 PM

Title: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: IshOfTheWoods on June 24, 2015, 10:15:58 PM
Ish's Medieval Mods

This is no longer being worked on. Anyone is free to use anything from these mods (credit is appreciated). You can find the files here: https://github.com/MichaelMakesGames/RimWorldMods

Description:
These mods add more medieval era content to the game, and are designed to be independent of each other and compatible with as many other mods as possible, and they are balanced against vanilla content. So far there are four mods: Weapons, Armor, Defenses, and Noble House Faction. Eventually, I hope to turn this into a total conversion, but for now, have content! All feedback, ideas, criticisms, and scathing reviews are greatly appreciated.

(http://i.imgur.com/RwyOFMA.png?1)

Update September 1: Alpha 12 and Balance!

Latest Versions (Alpha 12d)
Note: mod version numbers are independent of each other. Major numbers represent new content releases, while minor numbers represent balancing and tweaks.

Medieval Weapons 2.0
This mod adds 13 new weapons, all of them smithable:
For normal versions of the three weapon-tools above: check out ItchyFlea's Right Tool for the Job (http://ludeon.com/forums/index.php?topic=6666.msg64897#msg64897)

Medieval Armor 1.02
Addes 3 body armors and 5 helmets, all craftable:

Medieval Defenses 2.01
4 new defenses structures:

Medieval Factions: Noble House 1.0
Adds a new faction to the game: a medieval noble house. This faction is well armed, and can be either hostile or friendly. At least one is guaranteed to spawn.

This mod requires both Medieval Armor and Medieval Weapons, and must be loaded after those.

Mod Team
So far, just myself, but other are more than welcome to join!

How to install:
- Unzip the contents and place them in your RimWorld/Mods folder.
- Activate the mod in the mod menu in the game.

License/Permissions:
Creative Commons Attribution-NonCommercial-ShareAlike 2.5 Generic

Basically, give the team credit, don't charge money, and let others do the same. A link back here and a PM is appreciated but not required.
Title: Re: [A11] Ish's Medieval Mods: Weapons, Armor, Defenses!
Post by: IshOfTheWoods on June 24, 2015, 10:20:31 PM
Reserved
Title: Re: [A11] Ish's Medieval Mods: Weapons, Armor, Defenses!
Post by: IshOfTheWoods on June 24, 2015, 10:20:46 PM
Reserved
Title: Re: [A11] Ish's Medieval Mods: Weapons, Armor, Defenses!
Post by: IshOfTheWoods on June 24, 2015, 10:20:59 PM
Reserved
Title: Re: [A11] Ish's Medieval Mods: Weapons, Armor, Defenses!
Post by: IshOfTheWoods on June 24, 2015, 10:21:16 PM
Reserved
Title: Re: [A11] Ish's Medieval Mods: Weapons, Armor, Defenses!
Post by: aGuyNamdJesus on June 24, 2015, 10:34:37 PM
Looks fantastic... now a mod to make all enemy factions use these to make a truly medieval world would be amazing.
Title: Re: [A11] Ish's Medieval Mods: Weapons, Armor, Defenses!
Post by: IshOfTheWoods on June 24, 2015, 10:43:07 PM
Quote from: aGuyNamdJesus on June 24, 2015, 10:34:37 PM
Looks fantastic... now a mod to make all enemy factions use these to make a truly medieval world would be amazing.

Thanks! Factions are definitely planned, ranging from bandits, to lords, to villages
Title: Re: [A11] Ish's Medieval Mods: Weapons, Armor, Defenses!
Post by: Kaballah on June 24, 2015, 11:57:43 PM
This looks really well done, nice textures :)
Title: Re: [A11] Ish's Medieval Mods: Weapons, Armor, Defenses!
Post by: Beathrus on June 25, 2015, 12:01:33 AM
Oh Yes, Me Like.
Title: Re: [A11] Ish's Medieval Mods: Weapons, Armor, Defenses!
Post by: nmid on June 25, 2015, 03:39:10 AM
this looks great.

It would be interesting to play a game with all guns disabled... and only medieval weapons and archer twrs (turrents) enabled :D
Title: Re: [A11] Ish's Medieval Mods: Weapons, Armor, Defenses!
Post by: HBKRKO619 on June 25, 2015, 04:13:45 AM
Great idea, I take it, thank you :)
Title: Re: [A11] Ish's Medieval Mods: Weapons, Armor, Defenses!
Post by: Shinzy on June 25, 2015, 05:33:18 AM
Oooh! about time!
I've wanted to do medieval armor bits myself but the workload in making them is just so guhh

I love these
Title: Re: [A11] Ish's Medieval Mods: Weapons, Armor, Defenses!
Post by: IshOfTheWoods on June 25, 2015, 08:34:57 AM
Thank you, all!

Quote from: nmid on June 25, 2015, 03:39:10 AM
this looks great.

It would be interesting to play a game with all guns disabled... and only medieval weapons and archer twrs (turrents) enabled :D

I definitely agree that a medieval-only game could be fun, and that's my ambition. I'm not too sure about automatic archer towers, but a manned ballista is posibility ;D

Quote from: Shinzy on June 25, 2015, 05:33:18 AM
Oooh! about time!
I've wanted to do medieval armor bits myself but the workload in making them is just so guhh

I love these

Wow, a compliment from Shinzy! *blush* But yeah, so many different body shapes and angles... Great work on apparello and your factions!
Title: Re: [A11] Ish's Medieval Mods: Weapons, Armor, Defenses!
Post by: skyarkhangel on June 25, 2015, 08:52:14 AM
Quote from: IshOfTheWoods on June 25, 2015, 08:34:57 AM

mmm good ideas in your mods! I wish you good luck :)  And it seems there are  some interesting things to modpack  :P

Ohh.. I have an anniversary, it's 100 comment on Ludeon forum  ;D
Title: Re: [A11] Ish's Medieval Mods: Weapons, Armor, Defenses!
Post by: Armorer on June 25, 2015, 09:35:44 AM
How about adding some fun (https://ludeon.com/forums/index.php?topic=13233.0) to melee?
Title: Re: [A11] Ish's Medieval Mods: Weapons, Armor, Defenses!
Post by: DizzyCrash on June 25, 2015, 08:48:42 PM
I JUST want this in the game cause of all the medivil worlds out there and characters you can spawn with, to have it mixed with all the base guns and weapons and stuff, tell me, does it replace the base gear or just add it in as a special option like any other equipment mods.
Title: Re: [A11] Ish's Medieval Mods: Weapons, Armor, Defenses!
Post by: IshOfTheWoods on June 25, 2015, 09:38:53 PM
Quote from: DizzyCrash on June 25, 2015, 08:48:42 PM
I JUST want this in the game cause of all the medivil worlds out there and characters you can spawn with, to have it mixed with all the base guns and weapons and stuff, tell me, does it replace the base gear or just add it in as a special option like any other equipment mods.

This does not remove or replace any base items. It should be 100% compatible with vanilla and most other mods. So enjoy  ;D When I make mods that do replace or remove base items, I'll clearly mark that.
Title: Re: [A11] Ish's Medieval Mods: Weapons, Armor, Defenses!
Post by: IshOfTheWoods on June 26, 2015, 12:03:16 AM
Quote from: Armorer on June 25, 2015, 09:35:44 AM
How about adding some fun (https://ludeon.com/forums/index.php?topic=13233.0) to melee?

Why, that does sound fun. For now, though, I want to keep these as vanilla-compatible as possible. Later, when I make a more of a total-conversion mod pack, I will definitely look into this. Thanks!
Title: Re: [A11] Ish's Medieval Mods: Weapons, Armor, Defenses!
Post by: puddlejumper448 on June 26, 2015, 01:18:56 AM
How possible would it be to add a trap in that is a tripwire, you can mount a weapon on it (bow for range, swords possible too though if you want it one tile away). I imagine you could build it just like a power line, but have it coming from a box or something that you have to put a weapon in to make it work, then whenever a pawn steps in a square with the wire in it, the weapon fires/swings, one time use ofc just like the others, it would have to be rearmed, in this case reloading the bow or resetting the sword. I know traps are new so Idk how moddable they are yet.
Title: Re: [A11] Ish's Medieval Mods: Weapons, Armor, Defenses!
Post by: AllenWL on June 26, 2015, 09:50:10 PM
Oh, this is very nice. I was thinking on a medieval colony-thing, and what really got to me was the distinct lack of armor, weapons, and other medieval things.

Some suggestions are: crossbows, slings, javelins, cannons(like medieval mortars), ballista, and other ranged weapons.
Two types of bows really aren't enough when you're fighting guys with all sorts of guns and explosives, and cover is only really worth it when you have something to shoot past it. Otherwise, all you're really doing is prolonging your inevitable death.

Medieval workstations. Pretty much everything in rimworld need power. Lights, smiting, tailoring, cooking.... Having solar panels in your medieval castle is kindof a letdown, you know?
Things like tailor/smithing/cooking tables that don't need electricity(maybe a steady supply of wood for the smithing/cooking table?), a non-electric source of light like windows/steel bars to let in light or torches, etc would be nice.
Title: Re: [A11] Ish's Medieval Mods: Weapons, Armor, Defenses!
Post by: IshOfTheWoods on June 26, 2015, 10:31:51 PM
Quote from: puddlejumper448 on June 26, 2015, 01:18:56 AM
How possible would it be to add a trap in that is a tripwire, you can mount a weapon on it (bow for range, swords possible too though if you want it one tile away). I imagine you could build it just like a power line, but have it coming from a box or something that you have to put a weapon in to make it work, then whenever a pawn steps in a square with the wire in it, the weapon fires/swings, one time use ofc just like the others, it would have to be rearmed, in this case reloading the bow or resetting the sword. I know traps are new so Idk how moddable they are yet.

I have looked at the trap definitions a bit, and I think something like would require a code addition (not just editing the data files). I haven't programmed in C# before and I'm new to the RimWorld modding scene, so first I'm going to go for the low-hanging fruits that don't require programming, then move on to those after I'm more familiar with modding RimWorld in general.

Quote from: AllenWL on June 26, 2015, 09:50:10 PM
Oh, this is very nice. I was thinking on a medieval colony-thing, and what really got to me was the distinct lack of armor, weapons, and other medieval things.

Some suggestions are: crossbows, slings, javelins, cannons(like medieval mortars), ballista, and other ranged weapons.
Two types of bows really aren't enough when you're fighting guys with all sorts of guns and explosives, and cover is only really worth it when you have something to shoot past it. Otherwise, all you're really doing is prolonging your inevitable death.

Medieval workstations. Pretty much everything in rimworld need power. Lights, smiting, tailoring, cooking.... Having solar panels in your medieval castle is kindof a letdown, you know?
Things like tailor/smithing/cooking tables that don't need electricity(maybe a steady supply of wood for the smithing/cooking table?), a non-electric source of light like windows/steel bars to let in light or torches, etc would be nice.

Thanks for the ideas! I haven't done any ranged weapons yet. I think Project Armory contains a crossbow or two, as well as some early gunpowder weapons. I want to check on that before making my own. Ballista definitely planned!

Interesting thoughts on power. One of the mods I want to do is a smithing overhaul, which will require mining ores and smelting them into bars, which will require coal (which can be mined) or charcoal (from wood). I was thinking of just removing the power requirement completely for the cooking and tailoring tables. And torches are most certainly in the works.

Later down the road, when I get into more of the total conversion stuff, I was thinking about changing the power system to represent mechanical instead of electrical power. It would be required for some work tables (like a blast furnace, for operating the bellows). The easiest source of that would be wind, but perhaps other things could be added in with some coding (water wheel, animal-powered), and power would be transmitted by gears, which would themselves use up some of the power they are transmitting. Thoughts?
Title: Re: [A11] Ish's Medieval Mods: Weapons, Armor, Defenses!
Post by: XOTatterly on June 27, 2015, 02:00:26 AM
Praise the Sun(s)! This looks fantastic; I'm of half a mind to run a setting where the colonists start with a bunch of high-tech, high-quality gear that has an above-average degradation rate; and the colony either regresses or adapts to an early modern era level of technology... And feeds into my despotic & autocratic tendencies, haha!
Title: Re: [A11] Ish's Medieval Mods: Weapons, Armor, Defenses!
Post by: akiceabear on June 27, 2015, 03:14:52 AM
Looks great so far!

I'd love to see medieval traps/siege weapons such as:
- Oiled ground - the ability to pre-soak a feild in oil, which would then light and spread very quickly. Maybe look at how superior crafting's rich soil works - but instead merely change the flammability of the patch to a very high number.
- Boiling/burning oil - to pour over the parapets onto those aggregating below.

These two together could make very interesting traps for raiders!
Title: Re: [A11] Ish's Medieval Mods: Weapons, Armor, Defenses!
Post by: AllenWL on June 27, 2015, 08:52:10 AM
Quote from: IshOfTheWoods on June 26, 2015, 10:31:51 PM
a smithing overhaul, which will require mining ores and smelting them into bars, which will require coal (which can be mined) or charcoal (from wood).
Not sure how I feel about that. I tried superior crafting once, and while fun, well, needing to turn ores into bars can get really annoying. If it needs coal/charcoal on top of that, it means you would need a miner to get the ore, a smith to turn it into ingots, and a smith/miner to get coal/charcoal just so you can get usable ore. Having to craft a thing or two for a special something is fine, but once you start having to craft A to make B to which is needed to make 50% of things, it gets rather tiresome and bland. I had 10 colonists, had pretty much every single one was a faceless individual, doing nothing but sitting in front of worktables all day long. Maybe if metal ingots where only needed for certain 'precise' things?

Quote from: IshOfTheWoods on June 26, 2015, 10:31:51 PM
I was thinking of just removing the power requirement completely for the cooking and tailoring tables. And torches are most certainly in the works.

Later down the road, when I get into more of the total conversion stuff, I was thinking about changing the power system to represent mechanical instead of electrical power. It would be required for some work tables (like a blast furnace, for operating the bellows). The easiest source of that would be wind, but perhaps other things could be added in with some coding (water wheel, animal-powered), and power would be transmitted by gears, which would themselves use up some of the power they are transmitting. Thoughts?
Personally, what I like most about rimworld is the diversity. Being able to interact with things of all era is a great source of fun for me. I especially liked being able to cook simple meals on campfires(forgot if it's from a mod or vanilla or what) for that reason. Sadly, rimworld is rather focused around the modern era.

Anyhow, to get back to my point, I would like it if 'medieval' and 'modern' production could be used together, both with pros and cons. You could go for modern, or medieval, or a strange mix of both with electric lights, a stone furnace, and sentry guns next to manned ballista.
Maybe I want to save up all my power for my defenses, so use medieval production tables. Maybe I would prefer to use my energy for my huge workroom, and put up catapults and ballista surrounded by parapets. I think it would make for a more fun game then 'only medieval or modern production tables'. Though, the amount of clutter on the GUI might be...

The biggest problem I see with the mechanical power is unstableness.
I can't for the life of me think of how to store mechanical power, and wind in rimworld is rather inconsistent. And if power is lost through distance, it would mean you are limited in where you can make a base due to a need for constant, stable power. Animal power would need animals, and how would we catch them to use? And how to keep them alive and spinning the wheel?
Also, what would happen if two gears from different sources met? What if it splits to different paths?
Title: Re: [A11] Ish's Medieval Mods: Weapons, Armor, Defenses!
Post by: hector212121 on June 27, 2015, 11:12:04 AM
How about adding ballista manned turrets? They cost, say, 70 wood, 70 metallic stuff and 1 cloth(for the ballista string)
Title: Re: [A11] Ish's Medieval Mods: Weapons, Armor, Defenses!
Post by: IshOfTheWoods on June 27, 2015, 12:22:58 PM
Quote from: XOTatterly on June 27, 2015, 02:00:26 AM
Praise the Sun(s)! This looks fantastic; I'm of half a mind to run a setting where the colonists start with a bunch of high-tech, high-quality gear that has an above-average degradation rate; and the colony either regresses or adapts to an early modern era level of technology... And feeds into my despotic & autocratic tendencies, haha!

Interesting idea. Once the basics are done, I might need to put together a couple scenario packs, including one like this.

Quote from: akiceabear on June 27, 2015, 03:14:52 AM
Looks great so far!

I'd love to see medieval traps/siege weapons such as:
- Oiled ground - the ability to pre-soak a feild in oil, which would then light and spread very quickly. Maybe look at how superior crafting's rich soil works - but instead merely change the flammability of the patch to a very high number.
- Boiling/burning oil - to pour over the parapets onto those aggregating below.

These two together could make very interesting traps for raiders!

Pouring oil from above had occurred to me, but I couldn't think of a good way to implement it, since RimWorld doesn't really have a concept of above. I had not thought of oiled ground - that's a good idea. What would it cost to oil the ground though? I'm hesitant to add oil in as a resource if it doesn't have a broader use.

Quote from: AllenWL on June 27, 2015, 08:52:10 AM
Not sure how I feel about that. I tried superior crafting once, and while fun, well, needing to turn ores into bars can get really annoying. If it needs coal/charcoal on top of that, it means you would need a miner to get the ore, a smith to turn it into ingots, and a smith/miner to get coal/charcoal just so you can get usable ore. Having to craft a thing or two for a special something is fine, but once you start having to craft A to make B to which is needed to make 50% of things, it gets rather tiresome and bland. I had 10 colonists, had pretty much every single one was a faceless individual, doing nothing but sitting in front of worktables all day long. Maybe if metal ingots where only needed for certain 'precise' things?

I'm used to playing Dwarf Fortress where the production chains are... complex. For a medieval setting, mining usable steel out of a mountain does not make sense and breaks immersion. I can see though where this complexity would turn some people away. It'll be hard to hit the sweet spot between immersion and simplicity, and it'll require lots of balancing. Right now I'm aiming for more immersion than RimWorld, but less than Dwarf Fortress.

Quote from: AllenWL on June 27, 2015, 08:52:10 AM
Personally, what I like most about rimworld is the diversity. Being able to interact with things of all era is a great source of fun for me. I especially liked being able to cook simple meals on campfires(forgot if it's from a mod or vanilla or what) for that reason. Sadly, rimworld is rather focused around the modern era.

Anyhow, to get back to my point, I would like it if 'medieval' and 'modern' production could be used together, both with pros and cons. You could go for modern, or medieval, or a strange mix of both with electric lights, a stone furnace, and sentry guns next to manned ballista.
Maybe I want to save up all my power for my defenses, so use medieval production tables. Maybe I would prefer to use my energy for my huge workroom, and put up catapults and ballista surrounded by parapets. I think it would make for a more fun game then 'only medieval or modern production tables'. Though, the amount of clutter on the GUI might be...

I want to keep these mods relatively independent of each other, and balanced against vanilla buildings, items, etc. So you will be able to download just the parts that add medieval content, and none of the parts that remove modern era content.

Quote from: AllenWL on June 27, 2015, 08:52:10 AM
The biggest problem I see with the mechanical power is unstableness.
I can't for the life of me think of how to store mechanical power, and wind in rimworld is rather inconsistent. And if power is lost through distance, it would mean you are limited in where you can make a base due to a need for constant, stable power. Animal power would need animals, and how would we catch them to use? And how to keep them alive and spinning the wheel?
Also, what would happen if two gears from different sources met? What if it splits to different paths?

Good points. That's just an idea I've been toying with in my head. This was for more of a total conversion to medieval times, and you would be required to build powered buildings rather close to power sources. It would definitely need more power sources though, and those could require (possibly substantial) code additions. Definitely a ways down the road, if I do decide to do it.

Quote from: hector212121 on June 27, 2015, 11:12:04 AM
How about adding ballista manned turrets? They cost, say, 70 wood, 70 metallic stuff and 1 cloth(for the ballista string)

Not decided on the cost yet, but it's in the works!
Title: Re: [A11] Ish's Medieval Mods: Weapons, Armor, Defenses!
Post by: akiceabear on June 27, 2015, 01:04:29 PM
QuotePouring oil from above had occurred to me, but I couldn't think of a good way to implement it, since RimWorld doesn't really have a concept of above. I had not thought of oiled ground - that's a good idea. What would it cost to oil the ground though? I'm hesitant to add oil in as a resource if it doesn't have a broader use.

If oil is implemented, it could also act as fuel for lighting. In medieval times it should be challenging to always have vibrant light, correct?

If oiled ground isn't implemented, there are other fuel possibilities listed here: https://en.wikipedia.org/wiki/Early_thermal_weapons

Perhaps the most consistent to use within RimWorld would be that when you butcher a creature you also receive a share of animal fat, which can then be spread into the ground (but degrades with time). Different animals have differing fat output.

A perhaps even easier one would to be incorporate a mechanic that allows you split stacks of wood into 1 wood bundles and lay them in an area, waiting for a well-timed fire arrow.
Title: Re: [A11] Ish's Medieval Mods: Weapons, Armor, Defenses!
Post by: CovertGhost7377 on June 27, 2015, 03:43:23 PM
Do you think you could make trebuchet and catapult mortars? As a way to combat sieges without real mortars.
Title: Re: [A11] Ish's Medieval Mods: Weapons, Armor, Defenses!
Post by: Beathrus on June 27, 2015, 09:44:22 PM
I feel like the game, Therian Saga would be a good basic idea factory for this mod; when it comes to gear at least.
Title: Re: [A11] Ish's Medieval Mods: Weapons, Armor, Defenses!
Post by: Tynan on June 28, 2015, 01:52:49 AM
This looks really fantastic, actually. Great work.
Title: Re: [A11] Ish's Medieval Mods: Weapons, Armor, Defenses!
Post by: Andy_Dandy on June 28, 2015, 02:31:14 AM
I wonder if it is possible to add horseback riding to the game. :) Anyways, glad to hear there are hopes and plans making this an epic medieval MOD of Rimworld.
Title: Re: [A11] Ish's Medieval Mods: Weapons, Armor, Defenses!
Post by: NephilimNexus on June 28, 2015, 02:31:45 AM
I can see this getting copy/pasted into every fantasy mod henceforth.  Speaking of which, when are the orcs coming back?
Title: Re: [A11] Ish's Medieval Mods - Weapons, Armor, Defenses, Faction (Updated 6-28)
Post by: IshOfTheWoods on June 28, 2015, 02:40:42 PM
Just updated: added a noble house faction!

Quote from: akiceabear on June 27, 2015, 01:04:29 PM
If oil is implemented, it could also act as fuel for lighting. In medieval times it should be challenging to always have vibrant light, correct?

If oiled ground isn't implemented, there are other fuel possibilities listed here: https://en.wikipedia.org/wiki/Early_thermal_weapons

Perhaps the most consistent to use within RimWorld would be that when you butcher a creature you also receive a share of animal fat, which can then be spread into the ground (but degrades with time). Different animals have differing fat output.

A perhaps even easier one would to be incorporate a mechanic that allows you split stacks of wood into 1 wood bundles and lay them in an area, waiting for a well-timed fire arrow.

Good points - I'll see what I can do

Quote from: CovertGhost7377 on June 27, 2015, 03:43:23 PM
Do you think you could make trebuchet and catapult mortars? As a way to combat sieges without real mortars.

Most certainly  :D

Quote from: Beathrus on June 27, 2015, 09:44:22 PM
I feel like the game, Therian Saga would be a good basic idea factory for this mod; when it comes to gear at least.

Thanks, I'll take a look!

Quote from: Tynan on June 28, 2015, 01:52:49 AM
This looks really fantastic, actually. Great work.

Wow! Thank you! If you want to incorporate any/all into vanilla, feel free

Quote from: Andy_Dandy on June 28, 2015, 02:31:14 AM
I wonder if it is possible to add horseback riding to the game. :) Anyways, glad to hear there are hopes and plans making this an epic medieval MOD of Rimworld.

It should be possible, the question is how hard it would be. I think I'll probably wait to see if that's ever added to vanilla before putting too much work in.

Quote from: NephilimNexus on June 28, 2015, 02:31:45 AM
I can see this getting copy/pasted into every fantasy mod henceforth.  Speaking of which, when are the orcs coming back?

Thanks! I might try to make a fantasy mod myself, after I make enough medieval stuff.
Title: Re: [A11] Ish's Medieval Mods - Weapons, Armor, Defenses, Faction (Updated 6-28)
Post by: skullywag on June 28, 2015, 03:31:55 PM
that parapet texture is simply edible....love it.
Title: Re: [A11] Ish's Medieval Mods - Weapons, Armor, Defenses, Faction (Updated 6-28)
Post by: Kaballah on June 30, 2015, 09:21:36 PM
I notice that the nasal helmet does not actually cover the nose, it really should.

e: I tinkered with this for a while and I can't guess the syntax to specify a particular body part, and Nose is not in a convenient group.   :(

Also, base trade values for everything are way lower than what they should be, compare them to pretty much everything else in vanilla apparel.  Very well done mod though!
Title: Re: [A11] Ish's Medieval Mods - Weapons, Armor, Defenses, Faction (Updated 6-28)
Post by: hector212121 on June 30, 2015, 10:42:52 PM
Ish, what about a crossbow? Make it deal, like, 30 damage, more accurate than greatbow, lower fire rate.
Title: Re: [A11] Ish's Medieval Mods - Weapons, Armor, Defenses, Faction (Updated 6-28)
Post by: IshOfTheWoods on July 01, 2015, 12:28:53 AM
Quote from: skullywag on June 28, 2015, 03:31:55 PM
that parapet texture is simply edible....love it.

It might be a bit hard on the teeth... But thanks, Skully! Mostly I took the brick wall atlas and gave it a haircut

Quote from: Kaballah on June 30, 2015, 09:21:36 PM
I notice that the nasal helmet does not actually cover the nose, it really should.

e: I tinkered with this for a while and I can't guess the syntax to specify a particular body part, and Nose is not in a convenient group.   :(

Also, base trade values for everything are way lower than what they should be, compare them to pretty much everything else in vanilla apparel.  Very well done mod though!

When I started playing around with this an alpha or two ago, it didn't look simple to make it cover the nose. I might take another look, but if it's not an easy fix, I'll probably just call that an abstraction... Besides, the main point of the nose bar is not to protect the nose itself, but provide extra protect to the face in general (from slashing attacks). The bar does not protect from projectiles or stabs from the side.

I'll need to take a look at the trade values. Was it just the apparel? Crafted items have their market value based off of material, amount of material, work and quality (I think), not explicitly set like other items. I wonder if it might be since steel is so cheap... I could either make it use more, take more work, or see if some sort of multiplier is possible.

Thanks for feedback! I haven't had time to playtest for anything besides bugs, so this sort of balancing feedback is much appreciated. All my balance work is in spreadsheets and very theoretical.

Quote from: hector212121 on June 30, 2015, 10:42:52 PM
Ish, what about a crossbow? Make it deal, like, 30 damage, more accurate than greatbow, lower fire rate.

Project Armory already includes a crossbow or two. I'll take another look at that, and then maybe make my own or just incorporate that into my mod. I also need to make some decisions about medieval ranged weapons in general. Any suggestions?
Title: Re: [A11] Ish's Medieval Mods - Weapons, Armor, Defenses, Faction (Updated 6-28)
Post by: Kaballah on July 01, 2015, 01:20:58 AM
Quote from: IshOfTheWoods on July 01, 2015, 12:28:53 AM
When I started playing around with this an alpha or two ago, it didn't look simple to make it cover the nose. I might take another look, but if it's not an easy fix, I'll probably just call that an abstraction...

I'm certain there's a way to specify a particular body part, it's just a question of syntax.  PM Tynan and just ask (or Tynan if you're reading please enlighten us).

Also another thing that would be cool to have would be a low tech shield, like something worn on the arm (possibly another reason to get this armor syntax question answered) that provides "block chance", something like how darkness inflicts miss chance.  I doubt that would be simple but it'd be really nice to have an alternative to high tech shields.

QuoteI'll need to take a look at the trade values. Was it just the apparel?

Yeah the weapons didn't look far out of line.  Full platemail probably should be somewhat similar in cost to power armor really.

Also you may want to ease up a little bit on how hot armor makes you, I noticed that with fur gambeson/helmet/hauberk my colonists were complaining of heat even though the outdoor temperature was about 4C.  I think the heat thing is a good feature, just maybe tone it down a bit.
Title: Re: [A11] Ish's Medieval Mods - Weapons, Armor, Defenses, Faction (Updated 6-28)
Post by: Kyos on July 01, 2015, 07:41:50 AM
Hi! I was until recently working on a similar full conversion mod called LotR (https://ludeon.com/forums/index.php?topic=11176.0). (Until I lost all the data when the laptop melted, again. And had to recreate it all from scratch. (25% done as of writing!)) And while that was/is medieval fantasy, - there is certainly quite a bit of overlap with regular medievalness, for obvious reasons.

Anyhow: Know that you have my support and I volunteer assistance with def wrangling and texture sprites. But not C#. I don't do C#.
Title: Re: [A11] Ish's Medieval Mods - Weapons, Armor, Defenses, Faction (Updated 6-28)
Post by: IshOfTheWoods on July 01, 2015, 08:46:48 AM
Quote from: Kaballah on July 01, 2015, 01:20:58 AM
Also another thing that would be cool to have would be a low tech shield, like something worn on the arm (possibly another reason to get this armor syntax question answered) that provides "block chance", something like how darkness inflicts miss chance.  I doubt that would be simple but it'd be really nice to have an alternative to high tech shields.

No need to reinvent the wheel (or shield): Skullywag's Defensive Mods (http://ludeon.com/forums/index.php?topic=14135.0)

Quote from: Kaballah on July 01, 2015, 01:20:58 AM
Yeah the weapons didn't look far out of line.  Full platemail probably should be somewhat similar in cost to power armor really.

I don't think I want it to be quite that expensive. It's defense values are lower, the penalties are higher. Should be more expensive than it is for sure though. I'll see what I can do to beef it up. I'll probably get to all this this weekend.

Quote from: Kaballah on July 01, 2015, 01:20:58 AM
Also you may want to ease up a little bit on how hot armor makes you, I noticed that with fur gambeson/helmet/hauberk my colonists were complaining of heat even though the outdoor temperature was about 4C.  I think the heat thing is a good feature, just maybe tone it down a bit.

Yeah, that's too much for sure. If that was gambeson and plate I might call it a feature, but that definitely needs to be toned down. Although I do wonder if fur has some sort of multiplier or offset that made it even worse. Time for testing!

Quote from: Kyos on July 01, 2015, 07:41:50 AM
Hi! I was until recently working on a similar full conversion mod called LotR (https://ludeon.com/forums/index.php?topic=11176.0). (Until I lost all the data when the laptop melted, again. And had to recreate it all from scratch. (25% done as of writing!)) And while that was/is medieval fantasy, - there is certainly quite a bit of overlap with regular medievalness, for obvious reasons.

Anyhow: Know that you have my support and I volunteer assistance with def wrangling and texture sprites. But not C#. I don't do C#.

I remember seeing that thread. It was looking pretty good but then pretty dead -- sorry about your laptop. Feel free to incorporate any of these mods/resources into yours, and thanks for offer of assistance. If you want to collaborate more directly, don't hesitate to PM me. Good luck with the rewrite!
Title: Re: [A11] Ish's Medieval Mods - Weapons, Armor, Defenses, Faction (Updated 6-28)
Post by: AllenWL on July 01, 2015, 08:51:54 AM
Quote from: IshOfTheWoods on July 01, 2015, 12:28:53 AM
Project Armory already includes a crossbow or two. I'll take another look at that, and then maybe make my own or just incorporate that into my mod. I also need to make some decisions about medieval ranged weapons in general. Any suggestions?
Well, there are a few medieval ranged weapons, but mostly, they tended to be close-range stuff.

The ones I know are:
Crossbow- Usually stronger, slower, and with bigger range then the bow. Easier to aim. Smaller types where faster to load, but not much more powerful then bows.
Sling- If you where good enough, you could out-range longbows with this weapon. Also packs quite a punch.
Javelin/throwing spears- Good for both melee and ranged combat, though usually somewhat lacking in both. Still has a decent range on it.
Boomerang- While a weapon(sorta) more useful for playing or hunting small game than combat. Still, you get what you get....
Throwing knives- Like knives, but smaller and throwable.

And that's about it for all medieval ranged weaponry I know of. There's the blowdart and bola as well, but I don't think they really fit in the 'medieval' thing. On that regard, nether to boomerangs and slings, really...
Title: Re: [A11] Ish's Medieval Mods - Weapons, Armor, Defenses, Faction (Updated 6-28)
Post by: Wild Card on July 01, 2015, 01:30:21 PM
Hey just dropped by to say thanx for the great mod...i look forward to seeing more of it...or the total conversion that you have planned :)
Thx again it`s a great mod :)
Title: Re: [A11] Ish's Medieval Mods - Weapons, Armor, Defenses, Faction (Updated 6-28)
Post by: Kaballah on July 01, 2015, 05:24:05 PM
Quote from: IshOfTheWoods on July 01, 2015, 08:46:48 AM
Quote from: Kaballah on July 01, 2015, 01:20:58 AM
Also another thing that would be cool to have would be a low tech shield, like something worn on the arm ...

No need to reinvent the wheel (or shield): Skullywag's Defensive Mods (http://ludeon.com/forums/index.php?topic=14135.0)


Awesome, I didn't know that existed.  I'll look at it and see if it has the bodypart specific syntax also, thanks.
e: torso and neck, never mind
Title: Re: [A11] Ish's Medieval Mods - Weapons, Armor, Defenses, Faction (Updated 6-28)
Post by: skullywag on July 02, 2015, 03:35:01 AM
My mod simply protects against damage it doesnt cover body parts. It could do though, i think you have the potential part the damage is going to hit in the preabsorbdamage method so you could check in there and only do the chance based calculations if its on you allowed list of body parts. Probably only a few limes of code, a few more if you want it xml definable.
Title: Re: [A11] Ish's Medieval Mods - Weapons, Armor, Defenses, Faction (Updated 6-28)
Post by: Kaballah on July 02, 2015, 03:52:57 AM
Well the real question was what's the syntax to get an armor piece to cover a specific body part (e.g. the nose)?
Title: Re: [A11] Ish's Medieval Mods - Weapons, Armor, Defenses, Faction (Updated 6-28)
Post by: Kaballah on July 02, 2015, 02:56:47 PM
Okay trying to deal with mechanoids with melee is pretty dumb.  It wasn't their ranged attacks, or even the scythers' melee, but the centipedes basically sit on a guy and he dies in 1-2 hits, even with hauberk/helm/shield.  This is much more a problem with mechanoids being dumb though and not your mod (probably I'll just disable mechanoids when trying to play with this).
Title: Re: [A11] Ish's Medieval Mods - Weapons, Armor, Defenses, Faction (Updated 6-28)
Post by: Beathrus on July 02, 2015, 03:17:29 PM
Quote from: Kaballah on July 02, 2015, 02:56:47 PM
Okay trying to deal with mechanoids with melee is pretty dumb.  It wasn't their ranged attacks, or even the scythers' melee, but the centipedes basically sit on a guy and he dies in 1-2 hits, even with hauberk/helm/shield.  This is much more a problem with mechanoids being dumb though and not your mod (probably I'll just disable mechanoids when trying to play with this).

Pfft. I like to think that, Centipedes do the 'worm' to crush people to death.
Title: Re: [A11] Ish's Medieval Mods - Weapons, Armor, Defenses, Faction (Updated 6-28)
Post by: Kaballah on July 02, 2015, 03:43:26 PM
Getting run over by a tank would mess you up, sure, but the entire gimmick of centipedes is "big, slow, hits hard with big area damage gun" not "surgical accuracy five tendril death punch".
Title: Re: [A11] Ish's Medieval Mods - Weapons, Armor, Defenses, Faction (Updated July 3)
Post by: IshOfTheWoods on July 03, 2015, 02:48:17 PM
UPDATE!

Balanced Medieval Armor for market value and hot weather penalties (thanks Kaballah!) and added much-requested ballistas to Medieval Defenses.

Quote from: AllenWL on July 01, 2015, 08:51:54 AM
Well, there are a few medieval ranged weapons, but mostly, they tended to be close-range stuff.

The ones I know are:
Crossbow- Usually stronger, slower, and with bigger range then the bow. Easier to aim. Smaller types where faster to load, but not much more powerful then bows.
Sling- If you where good enough, you could out-range longbows with this weapon. Also packs quite a punch.
Javelin/throwing spears- Good for both melee and ranged combat, though usually somewhat lacking in both. Still has a decent range on it.
Boomerang- While a weapon(sorta) more useful for playing or hunting small game than combat. Still, you get what you get....
Throwing knives- Like knives, but smaller and throwable.

And that's about it for all medieval ranged weaponry I know of. There's the blowdart and bola as well, but I don't think they really fit in the 'medieval' thing. On that regard, nether to boomerangs and slings, really...

Those are all great! Thanks. I agree about boomerangs for sure, but I think slings fit well enough. I might add a bit of non-European weapons for variety - shuriken (throwing stars) and chakram (thrown circular blade, from India). Thoughts on that? Also, anyone have opinions on early gunpowder weapons, or should I leave that to other mods?

Quote from: Wild Card on July 01, 2015, 01:30:21 PM
Hey just dropped by to say thanx for the great mod...i look forward to seeing more of it...or the total conversion that you have planned :)
Thx again it`s a great mod :)

And thank you for downloading and playing! Letting me know that you are using and enjoying it is a great way to motivate me to keep working :)

Quote from: Kaballah on July 02, 2015, 02:56:47 PM
Okay trying to deal with mechanoids with melee is pretty dumb.  It wasn't their ranged attacks, or even the scythers' melee, but the centipedes basically sit on a guy and he dies in 1-2 hits, even with hauberk/helm/shield.  This is much more a problem with mechanoids being dumb though and not your mod (probably I'll just disable mechanoids when trying to play with this).

Maybe a ballista will help ;)
Title: Re: [A11] Ish's Medieval Mods - Weapons, Armor, Defenses, Faction (Updated July 3)
Post by: AllenWL on July 03, 2015, 10:34:38 PM
Quote from: IshOfTheWoods on July 03, 2015, 02:48:17 PM
UPDATE!

Balanced Medieval Armor for market value and hot weather penalties (thanks Kaballah!) and added much-requested ballistas to Medieval Defenses.

Quote from: AllenWL on July 01, 2015, 08:51:54 AM
Well, there are a few medieval ranged weapons, but mostly, they tended to be close-range stuff.

The ones I know are:
Crossbow- Usually stronger, slower, and with bigger range then the bow. Easier to aim. Smaller types where faster to load, but not much more powerful then bows.
Sling- If you where good enough, you could out-range longbows with this weapon. Also packs quite a punch.
Javelin/throwing spears- Good for both melee and ranged combat, though usually somewhat lacking in both. Still has a decent range on it.
Boomerang- While a weapon(sorta) more useful for playing or hunting small game than combat. Still, you get what you get....
Throwing knives- Like knives, but smaller and throwable.

And that's about it for all medieval ranged weaponry I know of. There's the blowdart and bola as well, but I don't think they really fit in the 'medieval' thing. On that regard, nether to boomerangs and slings, really...

Those are all great! Thanks. I agree about boomerangs for sure, but I think slings fit well enough. I might add a bit of non-European weapons for variety - shuriken (throwing stars) and chakram (thrown circular blade, from India). Thoughts on that? Also, anyone have opinions on early gunpowder weapons, or should I leave that to other mods?
Ohh, nice. That should help more.

I suppose some non-European weapons would be nice too, though I'm not really sure on what might set them apart. There's only so much verity you can get with the medieval weapons. It has to be sharp, throwable, and preferably lethal. That doesn't really give much leeway in being creative. Though, You can't really call bows, javelins, slings, etc a 'European' weapon since they where used in many other places as well. Other then a few 'creative' ones like bommerangs, chakarms, etc most ranged weapons have more-or-less similar counterparts in quite the many places.
Though personally, I like verity. It allows for a more in-depth character thing and such.

As for gunpowder weapons, maybe cannons or really old-style bombs or something, but not guns. Guns took a while to be refined enough for use, and I feel like they would end up a nether here nor there kind of thing, and possibly take away the use for many other medieval ranged weapons.
Title: Re: [A11] Ish's Medieval Mods - Weapons, Armor, Defenses, Faction (Updated July 3)
Post by: mipen on July 04, 2015, 03:43:43 AM
The textures are amazing!
Title: Re: [A11] Ish's Medieval Mods - Weapons, Armor, Defenses, Faction (Updated July 3)
Post by: villert on July 06, 2015, 12:03:14 PM
Would love to see a full, total-conversion to medieval style of play. Please keep up the good work!
Title: Re: [A11b] Ish's Medieval Mods - Update: Bows and Crossbows (8 July 2015)
Post by: IshOfTheWoods on July 08, 2015, 11:00:11 PM
Quote from: mipen on July 04, 2015, 03:43:43 AM
UPDATE!

5 new ranged weapons: longbow, recurve bow, crossbow, arbalest, and repeating crossbow. Balance feedback, especially on the repeating crossbow, is most welcome!

The textures are amazing!
Quote from: villert on July 06, 2015, 12:03:14 PM
Would love to see a full, total-conversion to medieval style of play. Please keep up the good work!

Thanks!
Title: Re: [A11] Ish's Medieval Mods: Weapons, Armor, Defenses!
Post by: Jorlem on August 07, 2015, 08:01:35 PM
Quote from: IshOfTheWoods on June 27, 2015, 12:22:58 PM


Quote from: AllenWL on June 27, 2015, 08:52:10 AM
The biggest problem I see with the mechanical power is unstableness.
I can't for the life of me think of how to store mechanical power, and wind in rimworld is rather inconsistent. And if power is lost through distance, it would mean you are limited in where you can make a base due to a need for constant, stable power. Animal power would need animals, and how would we catch them to use? And how to keep them alive and spinning the wheel?
Also, what would happen if two gears from different sources met? What if it splits to different paths?

Good points. That's just an idea I've been toying with in my head. This was for more of a total conversion to medieval times, and you would be required to build powered buildings rather close to power sources. It would definitely need more power sources though, and those could require (possibly substantial) code additions. Definitely a ways down the road, if I do decide to do it.

For power storage, you could have flywheels instead of batteries, with stone ones able to hold more power than ones made of lighter materials such as wood.  For transmission, you could replace wires with belts made of cloth or leather, and switches with gear interlocks.

For power generation, you could do something with the animal domestication that is going to be in the upcoming patch, or add watermills or classic windmills. 


Speaking of animals, here's another idea: trophies.  Perhaps a new bill to the artist table could be added, that would allow "statues" to be made from a corpse that is intact?  I think corpses remember how they died, and possibly who killed them, which could be neat to have in the descriptions.  (Or, if you want to get really morbid or creepy, make them out of the corpses of those who tried and failed to raid your castle.)
Title: Re: [A11b] Ish's Medieval Mods - Update: Bows and Crossbows (8 July 2015)
Post by: Mechanoid Hivemind on August 07, 2015, 08:51:11 PM
Nice commenting to have it saved :D
Title: Re: [A11b] Ish's Medieval Mods - Update: Bows and Crossbows (8 July 2015)
Post by: Ninefinger on August 07, 2015, 09:04:10 PM
Looks great!
Title: Re: [A11b] Ish's Medieval Mods - Update: Bows and Crossbows (8 July 2015)
Post by: «Temple» on August 08, 2015, 06:50:36 PM
For defenses you should add Ballista Bolts, craftable at Smithy, and 2 variants, Wood Tipped and Steel Tipped
Title: Re: [A11b] Ish's Medieval Mods - Update: Bows and Crossbows (8 July 2015)
Post by: AllenWL on August 10, 2015, 11:53:33 PM
So I just realized that no, the parapets don't stop people from walking over it. Well, there goes that base...
Title: Re: [A11b] Ish's Medieval Mods - Update: Bows and Crossbows (8 July 2015)
Post by: ninjabreadman32 on August 11, 2015, 03:00:27 PM
Quote from: Hunter00064 on August 08, 2015, 06:50:36 PM
For defenses you should add Ballista Bolts, craftable at Smithy, and 2 variants, Wood Tipped and Steel Tipped

I like this idea. You'd have to make the ballista a little stronger to balance with this, but it's a cool idea. And maybe even Plasteel bolts(explosive even, if you can get it to fit within the lore of the mod); really expensive, but really really strong, to help with mechanoids and the like. 
Title: Re: [A11b] Ish's Medieval Mods - Update: Bows and Crossbows (8 July 2015)
Post by: The13thRonin on August 12, 2015, 10:41:29 AM
Suggestion: Change the factions name to Feudalists?

It's weird to call a pawn a Noble Houser.
Title: Re: [A11b] Ish's Medieval Mods - Update: Bows and Crossbows (8 July 2015)
Post by: RetardedWabbit on August 12, 2015, 10:46:30 PM
Love the mod and the dedication!
I do have to say that you really need to nerf the stamped earth walls. 40 work is not nearly enough for a wall with 1000 health that costs no resources? Either the work needs to be massively increased, like a 1000 work or more, or their health needs to be decreased a lot which is my suggestion.
Besides that, love your creation!
Title: Re: [A11b] Ish's Medieval Mods - Update: Bows and Crossbows (8 July 2015)
Post by: Amalfi on August 26, 2015, 10:00:59 PM
Any plans to update this for A12? I loved it in A11!
Title: Re: [A11b] Ish's Medieval Mods - Update: Bows and Crossbows (8 July 2015)
Post by: Wild Card on August 30, 2015, 10:53:41 AM
Yeah please let there be an A12 version of this....im looking forward to see where this mod will go
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: IshOfTheWoods on September 01, 2015, 12:57:00 PM
Update! Alpha 12, nerfed stamped-earth walls, reworked the noble house faction.

While all feedback is appreciated, in particular I'd like to hear about:

Quote from: The13thRonin on August 12, 2015, 10:41:29 AM
Suggestion: Change the factions name to Feudalists?

It's weird to call a pawn a Noble Houser.

Did you see this text in game? I haven't seen it. When it's referring to a group of them, they are called "Medieval Retainers" and when talking about individual ones, I believe it used the pawnkind names (guard, squire, man-at-arms, knight).

Quote from: ninjabreadman32 on August 11, 2015, 03:00:27 PM
Quote from: Hunter00064 on August 08, 2015, 06:50:36 PM
For defenses you should add Ballista Bolts, craftable at Smithy, and 2 variants, Wood Tipped and Steel Tipped

I like this idea. You'd have to make the ballista a little stronger to balance with this, but it's a cool idea. And maybe even Plasteel bolts(explosive even, if you can get it to fit within the lore of the mod); really expensive, but really really strong, to help with mechanoids and the like. 

Hm... I like the sound of this, but I believe multiple ammo types might require multiple ballistas, like how in vanilla we need to create incendiary mortars, EMP mortars, etc., in which case I might hold off for now.

And to everybody: thanks for the feedback and encouragement! I am back after a busy few months.
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: pktongrimworld on September 01, 2015, 05:37:10 PM
<3 love this.
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Beathrus on September 15, 2015, 05:38:29 PM
Hey, I was wondering if you could add in an option so I could break down gear into materials. Since I get raided by the Noble Faction, and end up with a -Lot- of gear. So like, can you add in the option to break down the gear in like a furnace or something?
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: DeanSherman on September 27, 2015, 08:10:12 PM
Hi, i like Medieval Armor, because all items are craftable and i dont need to wait for random trader ships.
Some questions:
Why do you store unfinished smithable apparel as weapons?
Nasal helm actually doesn't protect nose, is it bug or feature?
Could you add 1-2 leather helms for diversity?
I could be wrong, but hauberk + leather duster give same protection, more comfort temperatures and less penalties, less cost than plate armor, may be you should balance it somehow, for example expand covered zone of plate armor to legs.
Good luck!
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: IshOfTheWoods on October 03, 2015, 03:14:04 PM
Quote from: DeanSherman on September 27, 2015, 08:10:12 PM
Hi, i like Medieval Armor, because all items are craftable and i dont need to wait for random trader ships.
Some questions:
Why do you store unfinished smithable apparel as weapons?
That's a bug. Thanks for reporting :)

Quote
Nasal helm actually doesn't protect nose, is it bug or feature?
It's a bit of both. From my understanding of the xml, it's not possible to protect just the nose. Additionally, the nasal bar was not intended to protect the nose, but to deflect strikes to the face (imagine a slash, with the blade running down the nasal bar).

Quote
Could you add 1-2 leather helms for diversity?
Yeah, I can add a leather cap. Just did a bit of research, and it sounds like lamellar body armor was sometimes made of boiled leather plates as the primary material, so I might add that in too.

Quote
I could be wrong, but hauberk + leather duster give same protection, more comfort temperatures and less penalties, less cost than plate armor, may be you should balance it somehow, for example expand covered zone of plate armor to legs.
Interesting. I'll look into that. Leg coverage might be a good idea.

Quote
Good luck!
Thanks! And also thanks for all the great feedback. I haven't had much time for playing RimWorld let alone modding, but I have a job interview Monday and things should calm down after that.
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: IshOfTheWoods on October 03, 2015, 03:15:08 PM
Quote from: Beathrus on September 15, 2015, 05:38:29 PM
Hey, I was wondering if you could add in an option so I could break down gear into materials. Since I get raided by the Noble Faction, and end up with a -Lot- of gear. So like, can you add in the option to break down the gear in like a furnace or something?
That is a great idea! I will work on a furnace job for the next version.
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: 17shadow on October 28, 2015, 07:47:58 PM
I really enjoy your mod ish, and i've been trying to RP a small feudal kingdom using it and adding some stuff like animal rug and norbal. The only issue I have is that to be perfect i would need to deactivate the mechanoid faction and events, as well as the outlander and the pirate (basically just keeping the tribe, norbal and noble house, maybe more if i can find another custom faction that fit). Do you have an advice on that, i'm very noob at modding?

I can live with cheating on the energy, but in the way i envision this mod developing i'd figure ways to remove the need for electricity, or at least find a way to circumvent the need to remain RP. As an exemple, i try to use fires as torch as light source (i play using darkness mod, so its kinda vital), but its very limited lifespan makes that really tedious. Maybe you could drastically increase the lenght of a fire or make it auto-renew, if thats possible. Removing electricity need for the cooking stove would also be nice.

In the real long term, I think you could first make small patch to removes stuff that don't belongs in the setting (like events), and then progressively replace more hardcoded stuff with medieval equivalent.

You could make the research table an alchemist table, and i guess i as well as other could help you making an additional backstories pack to help complete the reconversion of the game. The mechanic of the game, especially with the addition of greed and stuff makes for great story and fit that setting, and i had a lot of fun by adding the relationship mod to the mix and by using careful prepare.

Sorry for long post and bad english, and you already made a wonderful job on that project, so do as you see fit and thanks for the mod.
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: RolandDeschain on October 28, 2015, 09:25:22 PM
Quote from: 17shadow on October 28, 2015, 07:47:58 PM
I really enjoy your mod ish, and i've been trying to RP a small feudal kingdom using it and adding some stuff like animal rug and norbal. The only issue I have is that to be perfect i would need to deactivate the mechanoid faction and events, as well as the outlander and the pirate (basically just keeping the tribe, norbal and noble house, maybe more if i can find another custom faction that fit). Do you have an advice on that, i'm very noob at modding?

I can live with cheating on the energy, but in the way i envision this mod developing i'd figure ways to remove the need for electricity, or at least find a way to circumvent the need to remain RP. As an exemple, i try to use fires as torch as light source (i play using darkness mod, so its kinda vital), but its very limited lifespan makes that really tedious. Maybe you could drastically increase the lenght of a fire or make it auto-renew, if thats possible. Removing electricity need for the cooking stove would also be nice.

In the real long term, I think you could first make small patch to removes stuff that don't belongs in the setting (like events), and then progressively replace more hardcoded stuff with medieval equivalent.

You could make the research table an alchemist table, and i guess i as well as other could help you making an additional backstories pack to help complete the reconversion of the game. The mechanic of the game, especially with the addition of greed and stuff makes for great story and fit that setting, and i had a lot of fun by adding the relationship mod to the mix and by using careful prepare.

Sorry for long post and bad english, and you already made a wonderful job on that project, so do as you see fit and thanks for the mod.

Them feels man. I am currently attempting the exact same thing and Ish's mods are the closest ive come so far.  As for the campfires, if you go into Rimworld>Mods>Core>Defs>Buildings_Temperature and edit the campfire lifespan to make it longer. (i simply added a 0 to the LifeSpan Ticks to make it x10 longer). If you want to create a world without pirates or outlanders, then you go to Core>Defs>FactopmDefs>Factions and you can edit the spawn on map creation to 0, and change the tribals and what not to something higher if you would like a few more of them.

EDIT: Thank you Ish for the amazing mod. I've checked this mods progress nearly daily since its first release and I can't wait for more great things to be added to it!
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: cuproPanda on October 28, 2015, 09:40:52 PM
Quote from: 17shadow on October 28, 2015, 07:47:58 PM
I really enjoy your mod ish, and i've been trying to RP a small feudal kingdom using it and adding some stuff like animal rug and norbal. The only issue I have is that to be perfect i would need to deactivate the mechanoid faction and events, as well as the outlander and the pirate (basically just keeping the tribe, norbal and noble house, maybe more if i can find another custom faction that fit). Do you have an advice on that, i'm very noob at modding?

I can live with cheating on the energy, but in the way i envision this mod developing i'd figure ways to remove the need for electricity, or at least find a way to circumvent the need to remain RP. As an exemple, i try to use fires as torch as light source (i play using darkness mod, so its kinda vital), but its very limited lifespan makes that really tedious. Maybe you could drastically increase the lenght of a fire or make it auto-renew, if thats possible. Removing electricity need for the cooking stove would also be nice.

In the real long term, I think you could first make small patch to removes stuff that don't belongs in the setting (like events), and then progressively replace more hardcoded stuff with medieval equivalent.

You could make the research table an alchemist table, and i guess i as well as other could help you making an additional backstories pack to help complete the reconversion of the game. The mechanic of the game, especially with the addition of greed and stuff makes for great story and fit that setting, and i had a lot of fun by adding the relationship mod to the mix and by using careful prepare.

Sorry for long post and bad english, and you already made a wonderful job on that project, so do as you see fit and thanks for the mod.

As far as the power goes, I think this mod (https://ludeon.com/forums/index.php?topic=13400#msg130954) might be exactly what you're looking for. It is a mod I made after UOM tanked and I wanted to replicate spending a long time building up to a tech base. It should fit right in with Ish's Medieval Mods
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Shadewarp on October 31, 2015, 05:01:57 AM
Going to have to try this :) I have had a burning wish to make a medival kingdom in RimWorld since the begining :)
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: IshOfTheWoods on November 03, 2015, 10:57:03 PM
Quote from: 17shadow on October 28, 2015, 07:47:58 PM
I really enjoy your mod ish, and i've been trying to RP a small feudal kingdom using it and adding some stuff like animal rug and norbal. The only issue I have is that to be perfect i would need to deactivate the mechanoid faction and events, as well as the outlander and the pirate (basically just keeping the tribe, norbal and noble house, maybe more if i can find another custom faction that fit). Do you have an advice on that, i'm very noob at modding?

If you're comfortable with a little XML editing, to remove factions from the game create new faction defs with the same def name as the faction you want to remove but everything else blank (that's how I did it a few alphas ago at least). If you want I can provide a quick snippet.

Quote from: 17shadow on October 28, 2015, 07:47:58 PM
I can live with cheating on the energy, but in the way i envision this mod developing i'd figure ways to remove the need for electricity, or at least find a way to circumvent the need to remain RP. As an exemple, i try to use fires as torch as light source (i play using darkness mod, so its kinda vital), but its very limited lifespan makes that really tedious. Maybe you could drastically increase the lenght of a fire or make it auto-renew, if thats possible. Removing electricity need for the cooking stove would also be nice.

I haven't had a chance to play with it myself yet, but I'd definitely recommend CuproPanda's Powerless mod (https://ludeon.com/forums/index.php?topic=13400#msg130954), which (s)he also linked. I was going to add some of that stuff in next, but looks like CuproPanda has it covered!

Quote from: 17shadow on October 28, 2015, 07:47:58 PM
In the real long term, I think you could first make small patch to removes stuff that don't belongs in the setting (like events), and then progressively replace more hardcoded stuff with medieval equivalent.

When I first started working on a medieval mod (several alphas ago, and never released) I started with this. However, I decided that I needed to get feedback on my mods, and no one would want to play something with lots removed and little added. Another issue is that once I start removing things, it can quickly cause compatibility problems with other mods. Perhaps with the next release, which probably won't be for a while :(, I'll add some patches for content removal.

Quote from: 17shadow on October 28, 2015, 07:47:58 PM
You could make the research table an alchemist table, and i guess i as well as other could help you making an additional backstories pack to help complete the reconversion of the game. The mechanic of the game, especially with the addition of greed and stuff makes for great story and fit that setting, and i had a lot of fun by adding the relationship mod to the mix and by using careful prepare.

Sorry for long post and bad english, and you already made a wonderful job on that project, so do as you see fit and thanks for the mod.

Thanks! I'm glad you're enjoying the mod. Unfortunately, I haven't much free time recently and the time I do have is away from my desktop computer which can run RimWorld, so not much playing or modding recently (and probably not for next couple months). Hearing that you're enjoying the mod though makes me want to get back to it as soon as I can!

Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: IshOfTheWoods on November 03, 2015, 11:16:47 PM
Quote from: RolandDeschain on October 28, 2015, 09:25:22 PM
Them feels man. I am currently attempting the exact same thing and Ish's mods are the closest ive come so far.  As for the campfires, if you go into Rimworld>Mods>Core>Defs>Buildings_Temperature and edit the campfire lifespan to make it longer. (i simply added a 0 to the LifeSpan Ticks to make it x10 longer). If you want to create a world without pirates or outlanders, then you go to Core>Defs>FactopmDefs>Factions and you can edit the spawn on map creation to 0, and change the tribals and what not to something higher if you would like a few more of them.

EDIT: Thank you Ish for the amazing mod. I've checked this mods progress nearly daily since its first release and I can't wait for more great things to be added to it!

You are welcome! Sorry I haven't released much new recently... I hope to get back into it in January. Hearing that people are using and enjoying the mod is always motivating!
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: IshOfTheWoods on November 03, 2015, 11:19:05 PM
Quote from: Shadewarp on October 31, 2015, 05:01:57 AM
Going to have to try this :) I have had a burning wish to make a medival kingdom in RimWorld since the begining :)

Enjoy :D And do let me know if you have any ideas, feedback, or complaints!
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: 17shadow on November 04, 2015, 05:33:36 PM
Thanks for the suggestion everyone! I did some editing and managed to remove most of the stuff that don't fit the setting, including the need for electricity, events and modern factions. For people wondering, you can edit the file to remove electicity need for production table, you can play with the generations number of each faction on world generation and you can deactivate most events that doesnt relates.

It gives a way less barebone feeling than in previous alpha, and its pretty satisfying. I'm looking for a mod that add a windmill (or just a production table to produce flour, and connect it straight into a wind generator, the illusion would be fine and i think the wind generator can be tweaked to be made out of wood, gotta look into that thou). My biggest issue now is with the comm console, i cant get it to work while removing electricity requirement (I had RPed it as an altar in a church, and beacon as cross). Removing trading is the only trade off that really affects the experience right IMO.

All of it, i recommend everyone to try it, and if people are interested i could try to upload tweaked file on this tread so people can copy them directly into their directory with a little bit of a pain in the ass. I'm gonna try to selectively fit a little bit more mod in the mix and see if there is a lot of conflict.

Thanks again Ish for the awesome work!
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: IshOfTheWoods on November 05, 2015, 04:51:48 PM
Quote from: 17shadow on November 04, 2015, 05:33:36 PM
It gives a way less barebone feeling than in previous alpha, and its pretty satisfying. I'm looking for a mod that add a windmill (or just a production table to produce flour, and connect it straight into a wind generator, the illusion would be fine and i think the wind generator can be tweaked to be made out of wood, gotta look into that thou). My biggest issue now is with the comm console, i cant get it to work while removing electricity requirement (I had RPed it as an altar in a church, and beacon as cross). Removing trading is the only trade off that really affects the experience right IMO.

Glad you got it working! Yeah, I want a windmill too... and more medieval crops and food. I'm considering "Medieval Feast" as the next addition major addition, overhauling crops and meals.

Quote from: 17shadow on November 04, 2015, 05:33:36 PM
It gives a way less barebone feeling than in previous alpha, and its pretty satisfying. I'm looking for a mod that add a windmill (or just a production table to produce flour, and connect it straight into a wind generator, the illusion would be fine and i think the wind generator can be tweaked to be made out of wood, gotta look into that thou). My biggest issue now is with the comm console, i cant get it to work while removing electricity requirement (I had RPed it as an altar in a church, and beacon as cross). Removing trading is the only trade off that really affects the experience right IMO.

Have you seen Haplo's Miscellaneous (https://ludeon.com/forums/index.php?topic=3612)? One of the things it adds is a trader who visits you on the map. Unfortunately it's not stand-alone and comes with other non-medieval stuff, but you could possibly delete the defs for everything else. One of the tasks on my todo list is to get permission to use his code and then create a medieval trader who visits.

Quote from: 17shadow on November 04, 2015, 05:33:36 PM
All of it, i recommend everyone to try it, and if people are interested i could try to upload tweaked file on this tread so people can copy them directly into their directory with a little bit of a pain in the ass. I'm gonna try to selectively fit a little bit more mod in the mix and see if there is a lot of conflict.

Thanks again Ish for the awesome work!

You are welcome! And for the record, I have absolutely no problem with you uploading a patch or even a modified version on any of my mods here (or other places). I've also designed these mods to cause as little conflicts with others as possible, so mixing in other mods shouldn't be much trouble.
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Mr50k on November 05, 2015, 05:11:51 PM
hey ish i love this mod and i myself wanted to do something like it but cannot code. do you plan on making this a total conversion? i myself would totally play rimworld midevil. if i could help you in any way beside coulding i will i know how to draw and would love to see this mod to its fullest.
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: IshOfTheWoods on November 05, 2015, 05:32:53 PM
Quote from: Mr50k on November 05, 2015, 05:11:51 PM
hey ish i love this mod and i myself wanted to do something like it but cannot code. do you plan on making this a total conversion? i myself would totally play rimworld midevil. if i could help you in any way beside coulding i will i know how to draw and would love to see this mod to its fullest.

I would love for a total conversion to be possible, either from my mods alone, or as a modpack including others' work (like panda's powerless, or skullywag's medieval shields). If you wanna help, ideas, feedback, and texture donations are always welcome. Feedback on the balance of existing content is especially useful, since I haven't had much time to play my mods.
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Mr50k on November 05, 2015, 05:48:26 PM
Here is a list of all the mods i am playing with. they are as i know, all compatible

Additonallighting1.2
astrotec trading 1.2
astrotec v3.0
backstoruescore-12.0.0
bionic replacementscrafting 1.2
combatrealism
combatrealism defence
community core library
crash landing
CTS
edbinterface
edbmodorder
edbprepare carefully
embrasures 1.5
esm- minevein
extendedstorage-1.2
flameweapons-1.4
gaussweapons 1.4
glittertech
hospitality
industrialisation
laserweapons1.4
lt_adogsaid
infusion
mannable turrets 1.2.6
marines_SK
Medievalshields 1.4
neurotrainercrafting 1.2.1
plasma weapons 1.4
recycleapparel
rimbeast- suprisingly it worked and even made fort turtle versions of your weapons
medical info
throwing knives
toolsforhaul
training rack 1.0
veinminer
warhammer 40k weapons
weapons crafting 1.41- not tested
workpresets
zombieapocalypse_SK

i have about 2-3 hours of in game play with these mods and they seem to play nice with each other. at least for my experience. i have not tested crossbows with reloading on combat realism and i have to try it sometime

Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: coldarray on November 09, 2015, 02:16:56 AM
I really enjoy your mods. my only suggestion is regarding the ballista which I really like but I find lags behind after the early stages of the game. mostly because of its rate of fire. I think a research option like a "reload lever" to up its rate of fire later on would be nice.

Oh and almost forgot. I think a neat addition to go along side the Ballista would be a Trebuchet. If the ballista is to be the turret then why not have a Trebuchet to be the mortar.
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: IshOfTheWoods on November 09, 2015, 11:00:17 AM
Quote from: coldarray on November 09, 2015, 02:16:56 AM
I really enjoy your mods. my only suggestion is regarding the ballista which I really like but I find lags behind after the early stages of the game. mostly because of its rate of fire. I think a research option like a "reload lever" to up its rate of fire later on would be nice.

That's a good idea! I'll see what I can do.

Quote from: coldarray on November 09, 2015, 02:16:56 AM
Oh and almost forgot. I think a neat addition to go along side the Ballista would be a Trebuchet. If the ballista is to be the turret then why not have a Trebuchet to be the mortar.

I'd like to a trebuchet and/or some other catapult. The main thing stopping me is that it would look really strange if it wasn't animated, and I don't trust my ability to animate it.
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: IshOfTheWoods on November 09, 2015, 11:19:11 PM
Quote from: Mr50k on November 05, 2015, 05:48:26 PM
i have about 2-3 hours of in game play with these mods and they seem to play nice with each other. at least for my experience. i have not tested crossbows with reloading on combat realism and i have to try it sometime

Great! Glad to hear :)
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: 17shadow on November 11, 2015, 06:13:11 PM
So I'm still in the process of tweaking the mod and adding stuff from other mod and testing all that more or less thoroughly. I'm proud to tell you all it's getting better. The last small detail I changed, but that made a huge difference, was to make the parapet impassable. It really helps with the medieval castle feeling i was trying to achieve. The misc and low power mods are also really great additions after some tweak, and right now im testing different aggresiveness setting fro the three selected factions (feudal, norbal and tribal). The problem is that without tweaking, even when generating a vast majority of feudal factions on the map tribal and most importantly norbal aggressions seems to predominate. Problem is, its hard to see the real effect of each change in the game as it takes a lot of time before you got enough raid for one to see a tendency.

I also tweaked the visiting trader to come more often, as they were designed to be a complement to space trading, as well as deactivated some features from the misc mod. If any of you have suggestion of other aspects i could add in the game, please tell me as the more content the better. Also, i consider writing more backstories once tweaking is finished to create more variety. My question is, how do we modify the backstories selected by each factions? it could allow me to reintegrate some spaces events while staying rp (as a chased character can be any spacer factions accepted character, it kinda breaks the simulation to accept them).
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Vellexx on November 20, 2015, 07:24:03 AM
I recently bought Rimworld a week ago and I'm not familiar with modding. I read the forum and noticed people wanted the same thing I do, only tribe factions with the noble house. As I changed the FactionDefs to only support tribe generation via changing the "RequiredCountAtGameStart" to 0 to not spawn in any of the more modern factions I come across a problem. When the event that pops in the beginning with a spacer crashing down in an escape pod there is no person and it comes up with an unclosable error about the Spacer Refugee. What else do I need to change to fix this and any other problems similar to this down the road?
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: 17shadow on November 21, 2015, 04:49:35 PM
You must not change the colonist or spacer factions, instead deactivate every events linked to them so they won't spawn (I also advise deactivating ancient building from map generation). For the pirates and other set it to 0. You will need mod for a solid RP experience after that (especially the caravan from misc if i remember well, just deactivate the other part of the mod you dont want). You could also add norbal for more faction variety.
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Austupaio on November 21, 2015, 10:24:03 PM
Just want to say that I really enjoy the variety this set of mods adds to Rimworld's variety of factions and mixed-up technologies. I've been making a lot of use of kettle helmets to make up for a lack of kevlar/military helmets.

Some re-balancing might be required though, as it seems that sometimes my iron kettle helmets can actually turn out to be better than kevlar helmets, which is a little odd in a game where gunplay is dominant.
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: IshOfTheWoods on November 23, 2015, 06:07:21 PM
Quote from: Austupaio on November 21, 2015, 10:24:03 PM
Just want to say that I really enjoy the variety this set of mods adds to Rimworld's variety of factions and mixed-up technologies. I've been making a lot of use of kettle helmets to make up for a lack of kevlar/military helmets.

Some re-balancing might be required though, as it seems that sometimes my iron kettle helmets can actually turn out to be better than kevlar helmets, which is a little odd in a game where gunplay is dominant.

Hmm... In theory the kettle helmets shouldn't be better, but I wonder if I'm not taking quality into account. Kevlar helmets don't have quality, correct? (I haven't had time to play much for the past 2 alphas so do correct me if I'm wrong.) Was it a high-quality kettlehat that was better?
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Austupaio on November 23, 2015, 06:51:13 PM
Unfortunately not playing that colony any more and haven't started a new one. I basically just noticed that my kettle-helmets of generally normal/good/superior quality would provide far more protection (10-20%) than my slightly bad to normal military and kevlar helmets. Sorry I didn't take down the actual numbers, that probably would have been more helpful.

While it would make sense for a superior kettle helmet to be better than a poor military helmet, I still think that since most piercing type in the game will be guns rather than primitive weapons, it shouldn't be so much better that colonists will always pick the kettle helmet over other types. I'd say just debug spawn a bunch of helmets and since if the various qualities and armour values make sense to you, if they do, then it's not that big of a deal.
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Llamageddon on November 29, 2015, 03:06:23 AM
I think someone missed the fact that katanas were actually really shitty compared to European swords. They lacked guards, had poor balance, and were made of low-quality steel because they were behind European refining and smithing techniques. The whole Japanese smithing circlejerk is stupid.
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Austupaio on November 29, 2015, 08:24:31 PM
The whole masterwork European steel counter-culture circlejerk is pretty stupid too. Yes, Japanese steel and smithing in certain eras was of an objectively lower quality, but Japanese swords were not "really shitty". Their balance and lack of guards was suitable to the Japanese style of combat.

In reality, without a bunch of non-sensical biases, European short swords, arming swords and bastard swords, as well as Japanese wakazashi, tachi and katana, were all different tools with different purposes and constructions suitable to those purposes. Attempting to say that any one is 'better' or 'terrible' is the mark of someone who plays too many video games.
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Llamageddon on November 30, 2015, 01:32:43 PM
Eh. Whatever.
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Kaballah on December 23, 2015, 08:50:42 PM
There seems to be a bug with the stamped earthwork wall, when a patch of ground fire spreads to a a stamped earthwork tile the game freezes.  FYI
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Kaballah on December 27, 2015, 09:54:47 PM
There does not seem to be a recipe to craft the "hauberk" type armor at the smithing table, that would be nice to have.

e: Does the vanilla smithing table just automatically pick up the recipe in Ish_MedievalArmor\Defs\ThingDefs\Ish_MedievalArmor_ArmorVarious.xml ?  The platemail and gambeson recipes show up correctly at smithing/tailoring tables but I don't see the hauberk listed.

e2: Well that's really weird, I set the mod order to load the armor mod after the weapon mod and now the hauberk recipe shows up, but the battle axe recipe has dropped out.
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Kaballah on December 28, 2015, 01:44:09 AM
The game just gave me "recovered from incompatible or corrupted mods" so I'm actually not sure the problem is with your mods at all, I'll tinker with what I've got loaded and try to figure out what's conflicting with what.  Hoping I can fix this because I really like your weapon/armor mods!

e: yeah it's something else:
(http://i.imgur.com/y75KziO.jpg)
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Kaballah on December 28, 2015, 02:13:49 AM
I'm fairly sure the conflict was with MarvinKosh's "Hot and Cold Minification" mod, which adds a whole bunch of smithable recipes, but it seems to work OK if MarvinKosh's mod is loaded last?  Hopefully?  At worst I could leave that mod out because it's more about turrets anyhow, which I rarely use lately.  FYI, thanks!
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: TLHeart on December 28, 2015, 08:12:34 AM
Quote from: Kaballah on December 28, 2015, 02:13:49 AM
I'm fairly sure the conflict was with MarvinKosh's "Hot and Cold Minification" mod, which adds a whole bunch of smithable recipes, but it seems to work OK if MarvinKosh's mod is loaded last?  Hopefully?  At worst I could leave that mod out because it's more about turrets anyhow, which I rarely use lately.  FYI, thanks!

The problem is with how the vanilla game generates the float menus, and depending on screen resolution, which item will be cut off at the bottom of column one. Either change the mod order, which you tried, to get the recipes you want, or change your screen resolution to get to the missing item. But then if the column still reaches the bottom, or generates a second column, there will still be a missing item.
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Kaballah on December 28, 2015, 10:08:37 AM
Good to know that, thanks!
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Kaballah on December 29, 2015, 12:32:52 PM
I'm pretty sure the Medieval Factions mod conflicts with the Zombie Apocalypse zombie faction, I was getting errors complaining about internal duplicate faction IDs or something until I finally disabled the Medieval Factions mod, FYI.  I don't have any idea of how to fix that or if that's even possible.  Otherwise working great though!
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: chp2001 on December 29, 2015, 12:49:22 PM
I don't have much knowledge of how faction code works, but it should be fixable by changing the faction IDs to things that don't conflict. :P

If this is anything like Reassembly, modders usually like to set faction IDs to the next available slot rather than random numbers, which has a chance to cause conflicts when multiple faction mods from different creators are used. Or you could get really unlucky and find 5 or 6 more that don't work together due to faction ID compatibility issues. You never know :D
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Kaballah on January 04, 2016, 05:58:05 PM
A really minor, low-priority bug: stamped earth walls are not counted for the "cramped space" unhappy thought, which is convenient for the player but not correct.  FYI!

e: Related to this, colonists ought to be unhappy having big piles of dirt as the walls of their bedroom, you should probably assign some negative beauty amount for them.
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Kaballah on January 05, 2016, 06:27:12 PM
I have a suggestion for a weapon that is kind of obvious now that I think about it: a sling, made from leather, that throws a projectile for blunt damage :)
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Kaballah on January 05, 2016, 07:59:23 PM
Repeating Crossbow is super, super OP.  Each burst should do more like 5 damage x 4 instead of 18 x 5.

e: eh I guess it's not really far out of line when you consider the warmup/cooldown times, but it's really really good and tbh you should require a bit of research for it, maybe "Advanced Crossbows".
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: IshOfTheWoods on January 21, 2016, 04:45:26 PM
I'm not dead! Starting February I will have consistent access to my desktop again instead of just my ancient laptop, and light course load, so looking forward to more RimWorld! (Although, it'll be competing for my time with a new Crusader Kings expansion too  :-\ ) Anyway, thanks to everyone who has been posting issues and suggestions during my absence!

Austupaio: I'll look into

Llamageddon: Good news for you! I'm probably going to remove the katana, to keep the content more focused. Maybe it'll come back if I ever do a specifically Japanese weapon pack.

Kaballah:

Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Kaballah on January 21, 2016, 05:21:39 PM
The missing recipes thing was a mod conflict and not particularly your fault, but imo you should just add another workbench for your smithing recipes that does not require power to run since it's more in theme with your mod.

The thing with the ground fire spreading to constructed walls is not specific to your mod either, as it turns out, it happens with vanilla walls too.  I don't think it's a bug in unmodded Rimworld (I suspect it's CCL) but it's definitely not your problem.
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Kaballah on January 21, 2016, 05:23:21 PM
Also I encourage you to link to JuliaEllie's Blitzer mod, which disables mechanoid incidents (they are not balanced against melee oriented fighters AT ALL)

https://ludeon.com/forums/index.php?topic=17116.msg185533#msg185533
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: IshOfTheWoods on January 21, 2016, 05:30:55 PM
Quote from: Kaballah on January 21, 2016, 05:21:39 PM
The missing recipes thing was a mod conflict and not particularly your fault, but imo you should just add another workbench for your smithing recipes that does not require power to run since it's more in theme with your mod.

The thing with the ground fire spreading to constructed walls is not specific to your mod either, as it turns out, it happens with vanilla walls too.  I don't think it's a bug in unmodded Rimworld (I suspect it's CCL) but it's definitely not your problem.

Excellent point about the unpowered anything table.

I think I want to remove the wall anyway. Originally I wanted it built with uncarved rock, but there was no XML-only way to make that convenient for the player. Do you use the earth walls much?

By the way, when I redo the main post as part of my next release, you're definitely getting done "special thanks" recognition :D
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Kaballah on January 21, 2016, 08:54:09 PM
I like the notion of ugly walls made out of dirt or rubble, yes, and they make sense to me.  I don't know that you need to take them out, although I do think they should be super ugly and unsuitable for colonist rooms.
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: AllenWL on January 21, 2016, 11:59:28 PM
Quote from: Kaballah on January 21, 2016, 05:23:21 PM
Also I encourage you to link to JuliaEllie's Blitzer mod, which disables mechanoid incidents (they are not balanced against melee oriented fighters AT ALL)

https://ludeon.com/forums/index.php?topic=17116.msg185533#msg185533

Well, technically, scythers can be taken out with melee. I have done so a few times. You just need good armor, a good weapon, and preferably loads of attack dogs or the like. Centipedes though... yea, no meleeing that.
However, I think large animals such as rhinos, elephants, and thrumbo's can take them out.
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Kaballah on January 22, 2016, 12:57:38 AM
Thrumbos are in about the same league as centipedes in melee, I don't really think anything else is.  Thrumbos are 22 base dmg/110 attack speed, Centipedes are 25 base damage/140 attack speed.  Although it's not terribly uncommon to see elephants or rhinos for sale on trade ships that's very random, and they also have to be trained for at least obedience before they're any use at all in a fight, plus vanilla has no way to do much for them if they're gravely injured (although Latta's ASA/A Dog Said improve that a whole lot).

Actually if your colonists are heavily armored up I guess it would be practical to handle mechanoids with melee.  I dunno, I guess since you always get the mechanoid ship incident before you get actual live mechanoid drops you could just suffer through all the bad psychic vibes and try to get some armor built before cracking the ship.
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Kaballah on January 24, 2016, 02:51:27 AM
Thinking about workbenches some more:
I think you should add two separate benches, one that requires no power and can craft wooden bows of various types; and one that requires fuel that can craft the metal armors and weapons. 

Bonus points for this: Instead of power though, add a hopper (steal the code from the nutrient paste dispenser hopper) that requires being filled with wood, which is consumed in reactions to craft metal items.  Rikiki does this with his Fishing Industry mod, although this idea would take more modification.  This would require a compiler and making a custom DLL though.

e: oh hey, 1000101 released a generic hopper code base that might be helpful:
https://github.com/ForsakenShell/Es-Small-Mods/tree/v0.12.3CR/GenericHopper
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: IshOfTheWoods on January 24, 2016, 06:14:15 PM
I like the hopper idea. I've successfully compiled a test mode, and I'm a programmer by profession (though I've never worked with C#).

For consistency, I think I'll move all weapons and armors to new workbenches (including the current cloth/leather armors).

I've been planning on doing some content removal mods, like removing mechanoids. I've done them before and they're pretty easy so I'll just roll my own. Since you're requesting, I'll bump them up in priority. Anything else modern bothering you besides mechs?

I'm going to take another try at my original idea for stamped earth walls. If it fails, I'll remove them.
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: AllenWL on January 24, 2016, 07:49:29 PM
I think it'll be quite nice if there was a power-less alternative or different power for making the stone age-middle age stuff.

My castle just doesn't look right with wind turbines and batteries.
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: RolandDeschain on January 24, 2016, 09:01:18 PM
Quote from: AllenWL on January 24, 2016, 07:49:29 PM
I think it'll be quite nice if there was a power-less alternative or different power for making the stone age-middle age stuff.
this. medieval equivalent power sources please!
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Kaballah on January 24, 2016, 09:09:53 PM
- You could adapt power conduit code to instead transfer mechanical power from old style mechanical windmills, although the idea just came to me and I hadn't thought about how you would apply that.  There's good infrastructure for it though.

- Along those lines, mechanical windmills; animal-driven mills (a thing to do with tamed large animals other than just eat them/wait for their milk or wool to automatically fall off)

- A cooking stove that has a hopper for wood, used in meal prep reactions instead of requiring power.

- A drying rack, to preserve meats and fruit without refrigeration (result could be a meal with the kind of durability of packaged survival meal but a low-tech appearance and description); e: a hopper thing again, because you don't stand there over a real world drying rack squeezing moisture out of stuff, and also the meals should probably be low quality and provoke the same kind of negative thought as the nutrient paste dispenser meals do, but on the other hand they don't require a skilled cook.

- A new resource material to use for fuel, oil extracted from meat (rendered down fat)

- Non-powered indoor lighting that requires oil (lanterns, candles, etc); lanterns could be basically hoppers that emit light when their hopper space is filled and gradually consume oil and then go out. e: wooden torch wall sconces, with a hopper that needs to be filled with a log

e: Indoor heating of some sort that is somewhat more efficient than the campfire; again a hopper type construction that is filled with wood (or oil if you decide to try to build that in) and needs to be filled with wood, basically a fireplace or heating stove
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Kaballah on January 24, 2016, 09:15:03 PM
For many of these hopper applications, I'm not talking about a building with a separate hopper, but rather just using the hopper as the building itself, which I think you can probably adapt from that generic hopper code.  Wall torches and fireplace/heating stoves would be appropriate that way.
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Kaballah on January 24, 2016, 09:19:43 PM
Leather armor/cuir bouilli
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Kaballah on January 24, 2016, 10:23:03 PM
More fuel materials:
Peat, which would grow on marsh/marshy soil and could be marked for harvest, as a substitute fuel instead of wood.  Possibly you could allow farming this on appropriate soil types although that would require modification of farming zone code and might be a major pain in the ass.  Creating a custom harvestable plant is something already done in Rikiki's caveworld flora mod (which is great btw).

Coal, placed at map gen in blotches the same way metal blotches are placed.

Charcoal (https://en.wikipedia.org/wiki/Charcoal), made from wood e: or peat, as it turns out
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Kaballah on January 24, 2016, 10:38:12 PM
It comes to mind that all these fires going on indoors should require chimneys or flues made of metal or construction blocks, to carry smoke outside; you could adapt Latta's duct network to do that.  If you light a stove and it's outdoors, no big deal; if you light it indoors, and there's no chimney/flue, it stinks up the indoor room and any connected by vents (provoke bad thought in pawns) and also makes pawns sick (a new health condition "hypoxia" or "carbon monoxide poisoning" like hypothermia/heat stroke that gradually builds up, at some high percent pawn is incapacitated/needs treatment, at 100% pawn dies)
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Jordan Huitema on April 26, 2016, 10:00:13 PM
Hey are you planning to update to A13? I updated the weapons and armor mods myself all that is needed is to swap out the smithing and tailoring tables with the new fueled and electric names but i haven't had a look at the defenses and faction mod.
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: IshOfTheWoods on April 26, 2016, 10:27:20 PM
I am planning on updating (and expanding), but won't have the time until mid May :( Feel free to post the updates you've made in the meantime!
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Kaballah on May 05, 2016, 01:14:48 AM
Updating the weapons and armor recipe packs seems very straightforward, so if I get those working (probably the faction def too) I'll put that up for download and link it here.  I don't know anything about the Defenses mod though, I'll have a look at that later.

e: The armor and weapon mods were not a big deal:
Ish's Medieval Armor A13 (http://s000.tinyupload.com/index.php?file_id=00444028906490852871)
Ish's Medieval Weapons A13 (http://s000.tinyupload.com/index.php?file_id=54767140107768035429)

The faction conversion turns out to be fairly complex (have to define trader info and whatever) and I'd rather not mess with that myself.  The armor and weapons can be crafted at both kinds of tailor tables (for the gambeson) and both kinds of smithing tables (for all the weapons and the metal armors/helmets).
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Kaballah on May 05, 2016, 11:37:30 PM
Oops, the category for helmets isn't set so they don't get stockpiled, I'll fix that tomorrow.
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Kaballah on May 06, 2016, 04:49:16 AM
It's Tomorrow!
Ish's Medieval Armor A13 (http://s000.tinyupload.com/index.php?file_id=41463441953089964450)
Updated to fix category problems with helmet and armor defs, you don't have to restart a colony to apply this but you will need to review existing stockpiles and outfit settings.
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Commander Blackwatch on May 06, 2016, 06:50:02 AM
Best medieval Mods can you add some faction Bandits and king

Faction = Good
Weapons = Great
Armor = Great
Building and defense = Great but you need to add more

Rate
100/100

Great Job Bro
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: IshOfTheWoods on May 07, 2016, 10:53:34 PM
Thanks for the partial update Kaballah, and thanks for encouragement Blackwatch!

I've started some preliminary work on updates, but still don't expect anything to be out until mid-May to June. However, I wanted to give a bit of an update/announcement: I am no longer planning an eventual total conversion mod. I will be adding new content with the updates, but I will also streamlining and cutting some of the existing content. Anyone who wishes to create a fork of this project that retains the full breadth may feel free to do so, including use of the xml and textures.

Let me know if you have any questions!
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Krutchen on May 08, 2016, 04:15:13 AM
Speaking of forking this project, would you mind if people used the existing assets in other  projects? I've been playing around with a kind of research tree mod project lately, which revolves around Metalworking & Smithing research trees, and the Medieval gear really fleshes out the early game.
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: IshOfTheWoods on May 08, 2016, 11:08:59 AM
Just give credit, don't charge money (donations are fine with me), and let others do the same. Good luck!
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Krutchen on May 09, 2016, 02:16:35 AM
Quote from: IshOfTheWoods on May 08, 2016, 11:08:59 AM
Just give credit, don't charge money (donations are fine with me), and let others do the same. Good luck!

Awesome, my dude, i'll without a doubt give you a shoutout!
Oh, by the way, has anyone finished updating the noble houses pack yet? If not, I'll give that a whirl in a few minutes.

Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Justas love on May 10, 2016, 03:10:42 PM
Quote from: Kaballah on May 05, 2016, 01:14:48 AM
Updating the weapons and armor recipe packs seems very straightforward, so if I get those working (probably the faction def too) I'll put that up for download and link it here.  I don't know anything about the Defenses mod though, I'll have a look at that later.

e: The armor and weapon mods were not a big deal:
Ish's Medieval Armor A13 (http://s000.tinyupload.com/index.php?file_id=00444028906490852871)
Ish's Medieval Weapons A13 (http://s000.tinyupload.com/index.php?file_id=54767140107768035429)

The faction conversion turns out to be fairly complex (have to define trader info and whatever) and I'd rather not mess with that myself.  The armor and weapons can be crafted at both kinds of tailor tables (for the gambeson) and both kinds of smithing tables (for all the weapons and the metal armors/helmets).
Once you update everything and have the time, can you please update to cr
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: IshOfTheWoods on May 10, 2016, 07:02:27 PM
I've never used it myself, but I'll look into it.
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Shirimoto on June 19, 2016, 07:09:21 AM
cool beans
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: CrazyChris on July 14, 2016, 02:13:02 PM
Can't wait to try this with the tribal scenario!
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Beathrus on December 21, 2016, 04:15:17 AM
I miss this mod...
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: IshOfTheWoods on December 30, 2016, 05:02:13 PM
Quote from: Beathrus on December 21, 2016, 04:15:17 AM
I miss this mod...

Me too  :(  Sorry, life got busy and now I haven't played RimWorld since Alpha 10 or 11. It looks like someone else has created a new medieval themed mod, and it looks great! (Though I haven't played it myself): https://ludeon.com/forums/index.php?topic=22316.0 (https://ludeon.com/forums/index.php?topic=22316.0)

Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Beathrus on December 31, 2016, 02:15:50 AM
Quote from: IshOfTheWoods on December 30, 2016, 05:02:13 PM
Quote from: Beathrus on December 21, 2016, 04:15:17 AM
I miss this mod...

Me too  :(  Sorry, life got busy and now I haven't played RimWorld since Alpha 10 or 11. It looks like someone else has created a new medieval themed mod, and it looks great! (Though I haven't played it myself): https://ludeon.com/forums/index.php?topic=22316.0 (https://ludeon.com/forums/index.php?topic=22316.0)

Its a good mod too. Nice research and etc! You should jump back in game!
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Bonercat on December 12, 2017, 09:31:11 PM
can this work on beta 18 ? i prefer this than the medieval times which more like fantasy than accurate medieval feel.
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: IshOfTheWoods on December 13, 2017, 07:55:14 PM
Quote from: Bonercat on December 12, 2017, 09:31:11 PM
can this work on beta 18 ? i prefer this than the medieval times which more like fantasy than accurate medieval feel.

It's nice to hear that there's still interest, but unfortunately no, this won't work as is. Anyone is welcome to try updating it if they like. I haven't played RimWorld for several releases, but I'm thinking of getting back into it, which could very well lead to more modding... No guarantees :P
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: kaptain_kavern on December 13, 2017, 11:32:47 PM
Hi there, Ish

Can I take your last reply as a permissions to update your mods?

Looks like something I can do and if seen folks on Reddit asking for it as well.

Nice to see you back around here a bit BTW ;-)
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: IshOfTheWoods on December 14, 2017, 12:56:54 AM
Quote from: kaptain_kavern on December 13, 2017, 11:32:47 PM
Can I take your last reply as a permissions to update your mods?

Yes, you can :) Give credit, don't charge money (donations are fine), and let others do the same. Good luck!
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: kaptain_kavern on December 14, 2017, 01:15:56 AM
Thank you!

That's exactly how I intend to do ;-) and how I do with my mods actually.

Will keep you notified. Thanks again
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Bonercat on December 14, 2017, 01:34:27 AM
wow ! my necro work ! and goodluck for you guys  ;D
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: Bonercat on January 23, 2023, 06:55:02 AM
hey @IshOfTheWoods can you provide a new download about "Ish's Medieval Defenses" ? the download link seems to die, would help alot for me after learning how to mod, i want that Cheval de Frise texture for my personal use not for sharing or gain money from it, and thanks in advance if you read this reply and provide the link back.
Title: Re: [A12d] Ish's Medieval Mods - Update: Alpha 12 and Balance (1 Sep 2015)
Post by: IshOfTheWoods on December 06, 2023, 01:55:16 PM
Quote from: Bonercat on January 23, 2023, 06:55:02 AMhey @IshOfTheWoods can you provide a new download about "Ish's Medieval Defenses" ? the download link seems to die, would help alot for me after learning how to mod, i want that Cheval de Frise texture for my personal use not for sharing or gain money from it, and thanks in advance if you read this reply and provide the link back.

https://github.com/MichaelMakesGames/RimWorldMods

I'm only a year late in replying, haha. Luckily I saved all my work to GitHub and saved my forum account in a password manager.

If you still want it, feel free to use anything from my mods. Feel free to share it too if want (giving credit is appreciated in that case).