Ludeon Forums

RimWorld => Mods => Releases => Topic started by: Vindar on July 27, 2016, 11:14:42 PM

Title: [RW-1.0.2059] Medieval Times (v. 1.974.B-19 (Updated-10/22/2018))
Post by: Vindar on July 27, 2016, 11:14:42 PM
(https://staticdelivery.nexusmods.com/mods/424/images/124-0-1471540244.png)

Promo Video: https://www.youtube.com/watch?v=BDGIk3mwxUg

-------Please (Rate Up) on Nexus or Workshop if you like this mod--------- 
Medieval Times operates as a game expansion, filling out early game / Tribal era content as Medieval era items, weapons, armour and buildings. This mod also adds 2 new types of Medieval factions to the game. In addition to Medieval content, some bonus items / additions were added for fun & to flesh out other additions made by "Medieval Times".

Now available on Steam Workshop: 
http://steamcommunity.com/sharedfiles/filedetails/?id=732569232

& the Nexus:
http://www.nexusmods.com/rimworld/mods/124/?

Dropbox Link:
https://www.dropbox.com/s/xdgiowtcnba7wlh/Medieval%20Times%20%28v.%201.974.B19%29.zip?dl=0

My Youtube Channel: https://www.youtube.com/channel/UCfNjNE-srAtDnygKokzqZSQ (It's a work in progress)

Feel free to use this mod in your Let's Play, if you do, feel free to post a link in the Let's Play Discussion on the workshop.
Link: http://steamcommunity.com/sharedfiles/filedetails/discussions/732569232

-----------------------------------------

Mod is primarily updated on the steam workshop, please go there for latest version info

I will also be primarily watching the steam workshop file so it's the best place to contact me

Mod was heavily inspired by the works of; "IshOfTheWoods", "Shinzy" and various other modders.

This mod started as a personal mod combining "Ish's Medieval" and Shinzy's "Norbals", however it's current incantation does not use any of the assets or coding from either, all the coding should be using core files as a base for it's coding. if you notice anything creeped in let me know.

(https://staticdelivery.nexusmods.com/mods/424/images/124-1-1469673661.png)

(https://staticdelivery.nexusmods.com/mods/424/images/124-0-1473356800.png)

(https://staticdelivery.nexusmods.com/mods/424/images/124-0-1511221010.png)

(https://staticdelivery.nexusmods.com/mods/424/images/124-2-1511221008.png)

(https://staticdelivery.nexusmods.com/mods/424/images/124-1-1511221009.png)






=====================================================
Dev Notes: ------------------------------------------------------

- How to enable a mod? - When in game at the main menu, go to the [mods] section and ensure that Medieval Times is green checked (enabled)

- Most mods, if you remove them outright after saving with the mod active, will leave your save-game "broken". Because of this, it is always recommended to do a new save when trying out mods or adjusting your mod lineup.

- In order for the factions to appear in-game you need to start a new save as the factions are created at the map-generation stage.

- Save-buster Updates are generally reserved for Alpha Updates, if one occurs a Notice will be placed beforehand.

- Help, You're save buster broke my save!
~> Legacy versions of the mod are available at the nexus, simply download and install the old version and you can still play the last alpha of this mod. Keep in mind though, legacy versions will be missing many of the cool new features and items newer versions have.

-------- Nexus Link: http://www.nexusmods.com/rimworld/mods/124/? -----------

- If you want to remove embrasures from the mod, you can do so via the: New Game ~> Scenario Editor ~> Add Part ~> Disallow Building. Simply select embrasures. (Note: The embrasures in this mod are not your typical embrasures as they can eventually be scaled, meaning enemies will fire at you from the other side)

- Medieval Times does not remove any core content such as guns from the game, it merely expands upon it.

-Winter Cloaks and cloaked items meant to act as medieval style replacement for parka's, Yes they look cool, but their primarily meant as winter wear so warbands dont freeze to death while raiding your ice-castle. As such wearing Winter Cloaks in hot enviroments will always lead to heat stroke.

========================================================
-- On the Topic of Overhaul / Removing guns / factions / Creating alternative versions / Compatability Patches / Piecemealed Items -------

I'm considering an overhaul. However, you have to realize that doing that means cutting a whole swath of content from the game, if your going to do that you need to replace it with something else.

While this mod does have alot, i dont think it has enough(at least not yet) to justify a full overhaul. If i do one eventually, it will be after I've made more content for this mod, enough to justify an overhaul and it would have to be a seperate mod/download.

Maintaining two mods would require more time and mean that i'd have less time to update / finish this one. With the game in early-access their is still alot of work to be done in terms of future updates. Every update means that every mod i have out needs to be individually updated for the new alpha. (which w/ tynan can occur monthly in some cases)

so my thought process is make one mod, make it good, keep it up to date, than once the game is stable / "finished" and once my mod is stable / "finished" i can look at all the things like peicemealed items, compatability patches, extra mods, overhaul versions, ect.

this mod itself isnt finished or polished or fully balenced, It has a long way to go on getting it right and that should be done before I consider other projects.

alotta mods and projects get started great, but than never get finished, or they never make it to the end line in terms of early-access mods. I figure if i stay commited to the cause of one, the chances of making the end-line are simply better.

Once this mod is "done" first re-iteration will probably be the Overhaul, after which id consider other iterations and compatability patches.

In summary, Its a whole lotta work, maybe in the future, but definitly not right now.

======================================================
Mod Conflicts: -------------------

Mod should play nice with other mods.

If their are any big/important mods that this is incompatible with (as in non-functioning) let me know and i can prolly make a compatibility patch for em at a later date (after this mod is finished (Combat realism is noted and on the list))

==========================================================
Licensing Stuff: ---------------------------------------

Any work I do is free of charge, if anyone try's to distribute/sell you this mod at a location other than here or the nexus, it's not me and is probably a scam.

If you see anyone asking for money on my behalf or claiming to be me and asking for money/items, be it patreon or otherwise, it's not me and probably a scam.

This work should not be distributed or reproduced without my express written consent. please do not include my work in modpacks or upload to other locations without first contacting me and receiving my written consent.



Title: Re: [A-14d] Medieval Times (v. 1.02.014 (Updated-7/27/2016))
Post by: Dante King on July 27, 2016, 11:19:13 PM
Is this a total conversion?
Title: Re: [A-14d] Medieval Times (v. 1.02.014 (Updated-7/27/2016))
Post by: 123nick on July 28, 2016, 01:01:46 AM
Quote from: Dante King on July 27, 2016, 11:19:13 PM
Is this a total conversion?

i dont think so, no, just adds medieval equipment, which sorta makes sense. there is tribal, so why not inbetween tribal and industrial?
Title: Re: [A-14d] Medieval Times (v. 1.02.014 (Updated-7/27/2016))
Post by: Dante King on July 28, 2016, 04:53:16 AM
medival yuy
Title: Re: [A-14d] Medieval Times (v. 1.02.014 (Updated-7/27/2016))
Post by: Vindar on July 28, 2016, 06:33:58 AM
Quote from: Dante King on July 27, 2016, 11:19:13 PM
Is this a total conversion?

The Mod adds 2 medieval faction variants to the game(Village types), medieval societies and medieval warbands.

This means when you start a new game, you will have new villages on the map.

It also adds several medieval weapons & armor to the game for use by the medieval societies. as well as several buildable items(buildings/furniture)

Because the medieval societies has things like handwear & footwear, i also added tribal versions & basic versions of these types to the game.

The medieval items can be created at the Medieval Forge which can be built once the Medieval Technologies research has been compleate (Auto-compleated on reg games)

Honestly theirs a lot this mod does, really the best way to see it all is to simply download and try it.

i wouldn't call it a overhaul, but i would feel comfortable calling it an expansion pack   
Title: Re: [A-14d] Medieval Times (v. 1.02.014 (Updated-7/27/2016))
Post by: OmG_PotatoeZ on July 28, 2016, 08:21:04 AM
Can there be a non steam/nexus link? Mega or dropbox maybe?
Title: Re: [A-14d] Medieval Times (v. 1.02.014 (Updated-7/27/2016))
Post by: 123nick on July 28, 2016, 09:48:59 AM
Quote from: OmG_PotatoeZ on July 28, 2016, 08:21:04 AM
Can there be a non steam/nexus link? Mega or dropbox maybe?

i can get not wanting a steam link- some people dont have the steam version, but nexus is just a normal download, right? you dont need any mod manager too get nexus files downloaded and too isntall them manually.
Title: Re: [A-14d] Medieval Times (v. 1.02.014 (Updated-7/27/2016))
Post by: Shinzy on July 28, 2016, 10:28:48 AM
Wheeyyy!

I love most of the armor textures in this one
also the tribal boots are super warm, and fury around the edges :p
Title: Re: [A-14d] Medieval Times (v. 1.02.014 (Updated-7/27/2016))
Post by: Zxypher on July 28, 2016, 01:25:22 PM
Wow this looks really good. Definitely going to be using it. Strange though how I spent a while last night getting Ishs' medieval mods working for my personal use in A14. My timing sucks!

Thanks for this!
Title: Re: [A-14d] Medieval Times (v. 1.03.014 (Updated-7/28/2016))
Post by: Vindar on July 28, 2016, 02:10:56 PM
Updated to 1.03.014,   
the patch is a heat temp nerf on cloaked items.

I'd prefer not to put up a dropbox, i prolly will in the future if enough people ask for it, however doing so means ill have to make a dropbox account and the chances of me keeping tabs and updating it are low. same goes for mega or modDB.

Reason why I'm trying to push the steam is i log into it all the time and as a result will see any issues that arise there, nexus not so much, but i still log into it on occasion.

also, yaaay, shinzy liked my work!~ :)
Title: Re: [A-14d] Medieval Times (v. 1.03.014 (Updated-7/28/2016))
Post by: Finly on July 28, 2016, 02:32:42 PM
Man, great mod. One question (and request). Can you additionally look into "medieval+tribes only" scenario. Is it possible to do so?
Really want to play "brutal rimworld", chopping enemies to pieces without getting blown off the planet by pirates/mechanoids with grenades and firearms.
Title: Re: [A-14d] Medieval Times (v. 1.03.014 (Updated-7/28/2016))
Post by: Vindar on July 28, 2016, 06:50:06 PM
Quote from: Finly on July 28, 2016, 02:32:42 PM
Man, great mod. One question (and request). Can you additionally look into "medieval+tribes only" scenario. Is it possible to do so?
Really want to play "brutal rimworld", chopping enemies to pieces without getting blown off the planet by pirates/mechanoids with grenades and firearms.


I'm fairly certain that to do a medieval+tribes only(removing all advanced tech) requires a full overhaul. (i havent taken the time to look into the scenario editor yet, but its a fair assumtion)

As far as an overhaul goes, I'll post what i said on steam:

"I'm considering it. However i get the feeling that it would become very boring very fast. you have to realize that doing that means cutting a whole swath of content from the game, if your going to do that you need to replace it with something else.

While this mod does have alot, i dont think it has enough(at least not yet) to justify a full overhaul.

If i do one eventually, it will be after ive made more content for this mod, enough to justify an overhaul and it would have to be a seperate mod/download.

In summary, Its a whole lotta work, maybe in the future, but definitly not right now. "
Title: Re: [A-14e] Medieval Times (v. 1.005.014 (Updated-7/29/2016))
Post by: Vindar on July 29, 2016, 07:53:10 PM
Updated to (v. 1.005.014) for Alpha 14e

Also included a new item, "Street Lamp"
Title: Re: [A-14e] Medieval Times (v. 1.005.014 (Updated-7/29/2016))
Post by: Fluffe on July 29, 2016, 09:37:02 PM
Cool mod but I kinda stopped using it after my second raid with this mod had 7 to 9 guys in if lol hope this gets fixed
Title: Re: [A-14d] Medieval Times (v. 1.02.014 (Updated-7/27/2016))
Post by: OmG_PotatoeZ on July 30, 2016, 09:55:04 AM
Quote from: 123nick on July 28, 2016, 09:48:59 AM
Quote from: OmG_PotatoeZ on July 28, 2016, 08:21:04 AM
Can there be a non steam/nexus link? Mega or dropbox maybe?

i can get not wanting a steam link- some people dont have the steam version, but nexus is just a normal download, right? you dont need any mod manager too get nexus files downloaded and too isntall them manually.

When I try to download it off Nexus it says I need an account because it's over 2 MB, so I made an account but I still got that same message.
Title: Re: [A-14e] Medieval Times (v. 1.005.014 (Updated-7/29/2016))
Post by: Justas love on July 30, 2016, 02:09:40 PM
I was playing with this, pretty much I only got raided only once before the medieval faction raided and i lost, because there was WAY WAY WAY more ppl then i extected like 9-13 ppl. Pretty much all im saying is that there are way too many ppl per raid
Title: Re: [A-14d] Medieval Times (v. 1.02.014 (Updated-7/27/2016))
Post by: Vindar on July 30, 2016, 09:30:25 PM
Quote from: OmG_PotatoeZ on July 30, 2016, 09:55:04 AM
Quote from: 123nick on July 28, 2016, 09:48:59 AM
Quote from: OmG_PotatoeZ on July 28, 2016, 08:21:04 AM
Can there be a non steam/nexus link? Mega or dropbox maybe?

i can get not wanting a steam link- some people dont have the steam version, but nexus is just a normal download, right? you dont need any mod manager too get nexus files downloaded and too isntall them manually.

When I try to download it off Nexus it says I need an account because it's over 2 MB, so I made an account but I still got that same message.

Did you log in after you created the account? :P


@ others

Ill take a look at how many enemies spawn. i know i wanted a lot of them to help make up for the added defense items like embrasures & barricades which can be used to create super death kill zone boxes.

also  1.006.014 is up, added a new item "Stone Hearth", so now your peasants can drink stews and be comfy in their hovels.

-------- Update -------  checked values, wanted to say "get gud", but decided to cave. 1.007.014 is up & has nerfed spawn rates on medieval factions. should still out-horde tribals though(if only slightly now)

Title: Re: [A-14e] Medieval Times (v. 1.007.014 (Updated-7/30/2016))
Post by: Sarelth on July 31, 2016, 02:26:04 AM
Perhaps you could make a hardcore mode version with higher spawn rates for those people that like death.
Title: Re: [A-14e] Medieval Times (v. 1.007.014 (Updated-7/30/2016))
Post by: Vindar on July 31, 2016, 11:08:02 AM
Quote from: Sarelth on July 31, 2016, 02:26:04 AM
Perhaps you could make a hardcore mode version with higher spawn rates for those people that like death.

Yeah, but as it stands in 1.007.014 would still probably be considered a "hardcore" mode.

- On why no second mod -
I would make another "harder"core version, but maintaining two mods would require more time and mean that i'd have less time to update this one. Once this one is "done" first re-iteration will probably be the Overhaul, after which id consider a "harder"core version.

- On why the current nerf -
when i thought about it, every let's player id seen who would have played my mod would have been slaughtered fairly quickly.

when i play i generally go defense #1, and I'm also a bit of an evil genius who spends alot of time playing strategy games. & not just things like europa universalis or civ, i also play things like chess & go.

so my standard of difficulty really isn't a fair standard for the mod.

leaving it at how i preferred it was probably in poor taste & the "nerfed" version should still challenge as the medieval guys are still a OP version of tribals which come in greater numbers. 

Title: Re: [A-14e] Medieval Times (v. 1.009.014 (Updated-8/2/2016))
Post by: Vindar on August 02, 2016, 06:39:18 PM
Updated to 1.009.014

       - Fixed "Stone Hearth" interaction cell and removed ability to rotate.
       - Added "Jerked Meats"
       - Tweaked various stats
       - Added Tabarded versions of plate & hauberk armor.
       - Changed spawn data of medieval factions so they spawn with appropriate colors.
Title: Re: [A-14e] Medieval Times (v. 1.009.014 (Updated-8/2/2016))
Post by: SmartererThanYou on August 02, 2016, 07:24:40 PM
Oooooh a full overhaul sounds so nice tho q:
Title: Re: [A-14e] Medieval Times (v. 1.009.014 (Updated-8/2/2016))
Post by: dreamcast3r on August 02, 2016, 08:08:23 PM
Quote from: Vindar on August 02, 2016, 06:39:18 PM
Updated to 1.009.014

       - Fixed "Stone Hearth" interaction cell and removed ability to rotate.
       - Added "Jerked Meats"
       - Tweaked various stats
       - Added Tabarded versions of plate & hauberk armor.
       - Changed spawn data of medieval factions so they spawn with appropriate colors.

Thanks for the great mod! Coupled with zombie apocalypse made for some intense raid when all the dead retainers revive. Just a question though, will the mod still work properly for my current save if i update it? Or do i need to restart a new world.
Title: Re: [A-14e] Medieval Times (v. 1.009.014 (Updated-8/2/2016))
Post by: StormySunrise on August 02, 2016, 08:33:06 PM
Quote from: dreamcast3r on August 02, 2016, 08:08:23 PM
Quote from: Vindar on August 02, 2016, 06:39:18 PM
Updated to 1.009.014

       - Fixed "Stone Hearth" interaction cell and removed ability to rotate.
       - Added "Jerked Meats"
       - Tweaked various stats
       - Added Tabarded versions of plate & hauberk armor.
       - Changed spawn data of medieval factions so they spawn with appropriate colors.

Thanks for the great mod! Coupled with zombie apocalypse made for some intense raid when all the dead retainers revive. Just a question though, will the mod still work properly for my current save if i update it? Or do i need to restart a new world.
AFAIK it should be fine, I tested it using my old save and it seems like the spawning worked fine, the colors obviously didnt change of course because those require new faction spawns,
Title: Re: [A-14e] Medieval Times (v. 1.009.014 (Updated-8/2/2016))
Post by: Vindar on August 02, 2016, 08:38:53 PM
I'm going out of my way to make sure that you can update without having to start a new save.

If you open up the code and take a look it's pretty obvious with how messy some of it looks.

I'm saving save-busters for when alpha updates happen, it means I'm limited in how i can update, but i think overall it's better for the community that way.

If you do encounter a save update issue let me know.
Title: Re: [A-14e] Medieval Times (v. 1.009.014 (Updated-8/2/2016))
Post by: dreamcast3r on August 02, 2016, 08:44:34 PM
Great to hear that! Thanks for the great mod!
Title: Re: [A-14e] Medieval Times (v. 1.009.014 (Updated-8/2/2016))
Post by: IshOfTheWoods on August 03, 2016, 05:47:02 AM
This looks great! And much improved over my programmer art (though if there are any assets you'd like to use, feel free). And honored to have been an inspiration for this, and look forward to giving it a try when I have time for RimWorld again.

Keep up the awesome work!
Title: Re: [A-14e] Medieval Times (v. 1.009.014 (Updated-8/2/2016))
Post by: Adalah217 on August 03, 2016, 07:41:09 AM
Just a heads up to anyone using the combat realism beta update: load this mod before CR. Any vanilla weapons will revert back to CR's setting (different range on the short bows for example), and any new ranged weapons won't use ammo. This should be relatively easy to fix if anyone wants to take the time for a proper patch.
Title: Re: [A-14e] Medieval Times (v. 1.010.014 (Updated-8/3/2016))
Post by: Vindar on August 03, 2016, 10:46:07 PM
Updated to 1.010.014
    - Balenced various weapons
    - Decrease in spawn numbers of medieval faction attackers
    - Added new item "Corpse Bonfire" to production
    - Various minor tweaks / changes
Title: Re: [A-14e] Medieval Times (v. 1.010.014 (Updated-8/3/2016))
Post by: StormySunrise on August 04, 2016, 08:48:12 AM
Quote from: Vindar on August 03, 2016, 10:46:07 PM
Updated to 1.010.014
    - Balenced various weapons
    - Decrease in spawn numbers of medieval faction attackers
    - Added new item "Corpse Bonfire" to production
    - Various minor tweaks / changes

I cant use this without my 20 man medieval warband raids :(
Ill just use it for the zombie corpses
Title: Re: [A-14e] Medieval Times (v. 1.011.014 (Updated-8/4/2016))
Post by: Vindar on August 04, 2016, 10:41:53 AM
Had a bug related to "Jerked Meats" found, fixed in patch 1.011.014

God the code looks bad, come on alpha update, daddy needs and excuse to save bust!~
Title: Re: [A-14e] Medieval Times (v. 1.011.014 (Updated-8/4/2016))
Post by: tehchanman on August 05, 2016, 01:37:52 PM
i think its this mod thats causign this bug, im not sure why. new game time -_-

[attachment deleted by admin - too old]
Title: Re: [A-14e] Medieval Times (v. 1.011.014 (Updated-8/4/2016))
Post by: Vindar on August 05, 2016, 04:27:47 PM
wow, that a'lotta issues.

No idea about some of that stuff, like how you got 115 steel stacked on one spot or why a geyser wouldn't stop spraying.

Are you editing the save file? If not I noticed you had dev mode open?

As far as the error that is specific to "Medieval Times",  Medieval factions within the mod are not set to use siege tactics, I looked in the mod and it seems a can siege slipped in somehow so I'll remove it in the next patch.

*Update*   New patch 1.012.014 is out.

(v. 1.012.014)
- Changed "Medieval Sword" to "Medieval Longsword"
- Added new item "Arming Sword"
- Various stat & graphical tweaks
- Removed "Can Siege" from "Medieval Warbands" (Bug)


let me know if anyone spots anything else that's either off or buggy.
Title: Re: [A-14e] Medieval Times (v. 1.011.014 (Updated-8/4/2016))
Post by: Wivex on August 05, 2016, 04:47:04 PM
Hi, Vindar. In case you don't have notifications enabled, I've sent you a PM request about your mod.
Title: Re: [A-14e] Medieval Times (v. 1.013.014 (Updated-8/7/2016))
Post by: Vindar on August 07, 2016, 03:58:30 PM
Updated to (v. 1.013.014)
     - Various stat tweaks
     - Re-did graphic on "Medieval Forge"
     - Added item "Medieval Smelter"

If anyone has any balancing issues with the mod, please let me know, I want to try and keep the items added fairly balanced in terms of game-play.

As far as all the items being under one tech vs spanning it out with multiple techs, I intend to change that in later versions, but I'm waiting for an alpha update to do that(as I don't know specifically what items I'm going to add in the future)
Title: Re: [A-14e] Medieval Times (v. 1.013.014 (Updated-8/7/2016))
Post by: RozalinZenon on August 10, 2016, 09:39:47 PM
   I don't know if this is just me or not but I get a "The file name(s) would be too long for the destination folder." error. I double checked as well. When I extract the mod folder to my desktop, its all fine, but when I drag and drop to overwrite it gives me the error.
  Also, when I open RimWorld and the debug log shows up, it says...

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not load UnityEngine.Texture2D at Things/Pawn/Humanlike/Apparel/Bodywear_Armor/Padded_Jacket_Leather/MedievalTimes_Leather_Jacket in any active mod or in base resources.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

MatFrom with null sourceTex.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not load UnityEngine.Texture2D at Things/Pawn/Humanlike/Apparel/Bodywear_Armor/Plate_Steel/Plate_Steel/MedievalTimes_Plate_Steel in any active mod or in base resources.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

MatFrom with null sourceTex.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not load UnityEngine.Texture2D at Things/Pawn/Humanlike/Apparel/Bodywear_Armor/Plate_Steel/Plate_Steel_Cloaked/MedievalTimes_Plate_Steel_Cloaked in any active mod or in base resources.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

MatFrom with null sourceTex.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not load UnityEngine.Texture2D at Things/Pawn/Humanlike/Apparel/Bodywear_Armor/Plate_Steel/Plate_Steel/MedievalTimes_Plate_Steel in any active mod or in base resources.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

MatFrom with null sourceTex.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not load UnityEngine.Texture2D at Things/Pawn/Humanlike/Apparel/Bodywear_Armor/Hauberk/Hauberk_Tabard_Blue/MedievalTimes_Hauberk_Tabard_Blue in any active mod or in base resources.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

MatFrom with null sourceTex.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not load UnityEngine.Texture2D at Things/Pawn/Humanlike/Apparel/Bodywear_Armor/Hauberk/Hauberk_Tabard_Green/MedievalTimes_Hauberk_Tabard_Green in any active mod or in base resources.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

MatFrom with null sourceTex.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not load UnityEngine.Texture2D at Things/Pawn/Humanlike/Apparel/Bodywear_Armor/Hauberk/Hauberk_Tabard_Orange/MedievalTimes_Hauberk_Tabard_Orange in any active mod or in base resources.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

MatFrom with null sourceTex.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not load UnityEngine.Texture2D at Things/Pawn/Humanlike/Apparel/Bodywear_Armor/Hauberk/Hauberk_Cloaked/MedievalTimes_Cloaked_Hauberk in any active mod or in base resources.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

MatFrom with null sourceTex.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not load UnityEngine.Texture2D at Things/Pawn/Humanlike/Apparel/Bodywear_Armor/Plate_Full/Plate_Full/MedievalTimes_Plate_Full in any active mod or in base resources.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

MatFrom with null sourceTex.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not load UnityEngine.Texture2D at Things/Pawn/Humanlike/Apparel/Bodywear_Armor/Plate_Full/Plate_Full_Tabard_Blue/MedievalTimes_Plate_Full_Tabard_Blue in any active mod or in base resources.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

MatFrom with null sourceTex.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not load UnityEngine.Texture2D at Things/Pawn/Humanlike/Apparel/Bodywear_Armor/Plate_Full/Plate_Full_Tabard_Green/MedievalTimes_Plate_Full_Tabard_Green in any active mod or in base resources.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

MatFrom with null sourceTex.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not load UnityEngine.Texture2D at Things/Pawn/Humanlike/Apparel/Bodywear_Armor/Plate_Full/Plate_Full_Tabard_Orange/MedievalTimes_Plate_Full_Tabard_Orange in any active mod or in base resources.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

MatFrom with null sourceTex.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not load UnityEngine.Texture2D at Things/Pawn/Humanlike/Apparel/Bodywear_Armor/Plate_Full/Plate_Full_Cloaked/MedievalTimes_Plate_Full_Cloaked in any active mod or in base resources.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

MatFrom with null sourceTex.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not load UnityEngine.Texture2D at Things/Pawn/Humanlike/Apparel/Bodywear_Clothing/Suspenders_Striped/MedievalTimes_Suspenders_Striped in any active mod or in base resources.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

MatFrom with null sourceTex.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not load UnityEngine.Texture2D at Things/Pawn/Humanlike/Apparel/Bodywear_Clothing/Tabard/Tabard_Blue/MedievalTimes_Tabard_Blue in any active mod or in base resources.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

MatFrom with null sourceTex.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not load UnityEngine.Texture2D at Things/Pawn/Humanlike/Apparel/Bodywear_Clothing/Tabard/Tabard_Green/MedievalTimes_Tabard_Green in any active mod or in base resources.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

MatFrom with null sourceTex.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not load UnityEngine.Texture2D at Things/Pawn/Humanlike/Apparel/Bodywear_Clothing/Tabard/Tabard_Orange/MedievalTimes_Tabard_Orange in any active mod or in base resources.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

MatFrom with null sourceTex.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not load UnityEngine.Texture2D at Things/Pawn/Humanlike/Apparel/Headwear_Armor/Conical_Bascinet/MedievalTimes_Helmet_Conical_Bascinet in any active mod or in base resources.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

MatFrom with null sourceTex.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not load UnityEngine.Texture2D at Things/Pawn/Humanlike/Apparel/Headwear_Clothing/Arming_Cap_Cloth/MedievalTimes_Arming_Cloth in any active mod or in base resources.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

MatFrom with null sourceTex.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

Could not load UnityEngine.Texture2D at Things/Pawn/Humanlike/Apparel/Headwear_Clothing/Arming_Cap_Leather/MedievalTimes_Arming_Leather in any active mod or in base resources.

(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/UnityEngineDebugBindings.gen.cpp Line: 37)

MatFrom with null sourceTex.

Title: Re: [A-14e] Medieval Times (v. 1.013.014 (Updated-8/7/2016))
Post by: Vindar on August 10, 2016, 10:55:34 PM
Overwrite? If installed correctly it should not overwrite any files.

Mods should be in their own seperate folder within the mods folder(that is located within the rimworld folder). It should look like:

RimWorld1249Win/mods/Medieval Times (v. 1.013.014)

the mods folder should still contain the unaltered Core folder & files within it

let me know if that answers it for you


also

Updated to (v. 1.014.014)
      - Changed graphic for "Medieval Smelter"
      - Added ability for "Medieval Smelter" to smelt various armours
      - Various minor stat & graphic tweaks.
Title: Re: [A-14e] Medieval Times (v. 1.014.014 (Updated-8/11/2016))
Post by: RozalinZenon on August 11, 2016, 01:09:39 AM
I know they shouldn't overwrite if installed correctly. I did install the mod correctly but some of the clothes showed up as pink boxes with a big "X" in the middle, so I re-downloaded the mod and installed it again, but it still showed an error.

So I tried everything to see if it would fix it so I tried overwriting the mod with the same version, the mod was already in the mod folder, but I used a re-downloaded version to overwrite it to see if it would fix it and that is when I got the error of the file being to long.

Sorry, if I don't make any sense.
Title: Re: [A-14e] Medieval Times (v. 1.014.014 (Updated-8/11/2016))
Post by: Shinzy on August 11, 2016, 06:00:47 AM
Quote from: RozalinZenon on August 11, 2016, 01:09:39 AM
I know they shouldn't overwrite if installed correctly. I did install the mod correctly but some of the clothes showed up as pink boxes with a big "X" in the middle, so I re-downloaded the mod and installed it again, but it still showed an error.

So I tried everything to see if it would fix it so I tried overwriting the mod with the same version, the mod was already in the mod folder, but I used a re-downloaded version to overwrite it to see if it would fix it and that is when I got the error of the file being to long.

Sorry, if I don't make any sense.

Ayoo Roz! next time the error pops up go to the RimworldWin_Data (it's the folder right under the mods) and post the outputlog.txt from there!
This could be caused by another mod that causes the next mod in line to freak out aswell, the real error can prolly be found hiding in the log somewhere
Title: Re: [A-14e] Medieval Times (v. 1.014.014 (Updated-8/11/2016))
Post by: StormySunrise on August 11, 2016, 11:50:27 AM
Is there anyway to change the fuel requirement on the smelters/smokers, im having trouble finding wood on an ice sheet :)
Title: Re: [A-14e] Medieval Times (v. 1.014.014 (Updated-8/11/2016))
Post by: TheDirge on August 11, 2016, 12:40:21 PM
How does this work with Technology? i.e if you're playing as tribals do you need to go medieval first before being able to move on to more advanced tech?
Title: Re: [A-14e] Medieval Times (v. 1.014.014 (Updated-8/11/2016))
Post by: Tgr on August 11, 2016, 03:00:57 PM
Quote from: StormySunrise on August 11, 2016, 11:50:27 AM
Is there anyway to change the fuel requirement on the smelters/smokers, im having trouble finding wood on an ice sheet :)

Why would this mod be balanced around ice sheets?
Title: Re: [A-14e] Medieval Times (v. 1.014.014 (Updated-8/11/2016))
Post by: Vindar on August 11, 2016, 03:09:18 PM
Quote from: StormySunrise on August 11, 2016, 11:50:27 AM
Is there anyway to change the fuel requirement on the smelters/smokers, im having trouble finding wood on an ice sheet :)

You can always edit the file after downloading, file location on smelter is :

Mods/Medieval Times (v. 1.014.014)/Defs/ThingDefs_Building/MedievalTimes_Buildings_Production

The line your looking for is line 131:

        <fuelConsumptionRate>300.0</fuelConsumptionRate>

simply lower that number (but to a non-zero or non-negative)

Other consumption rates can be modified in the same way. keep in mind though, massive wood consumption is intended as a balence for being able to use certain techs early.


Quote from: TheDirge on August 11, 2016, 12:40:21 PM
How does this work with Technology? i.e if you're playing as tribals do you need to go medieval first before being able to move on to more advanced tech?

no you can skip medieval techs entirely. currently all medieval items are located under one blanket tech.(which is auto-done on basic start) this will be changed in later versions but it's easier to do it this way for now.
Title: Re: [A-14e] Medieval Times (v. 1.014.014 (Updated-8/11/2016))
Post by: SynsPlayground on August 11, 2016, 04:01:28 PM
been testing this out and i like it quite a bit, I do have one question however... What is the difference in function, in game, between the embrasure and crenelated parapet, I know the real life applications but i am very curious as to how they function differently as far as defencive bonuses and such in game.
Title: Re: [A-14e] Medieval Times (v. 1.014.014 (Updated-8/11/2016))
Post by: Vindar on August 12, 2016, 01:21:30 AM
Quote from: SynsPlayground on August 11, 2016, 04:01:28 PM
been testing this out and i like it quite a bit, I do have one question however... What is the difference in function, in game, between the embrasure and crenelated parapet, I know the real life applications but i am very curious as to how they function differently as far as defencive bonuses and such in game.

one can be climbed over(parapet), the other cant (embrasure)

I'm prolly gonna increase the difficulty to climb over on the parapet. and see what i can do to fix issues with people behind embrasures not getting shot at.

parapet has same defensive bonuses as sandbags (0.65) in the next incoming patch embrasures currently stand at (0.7), though if i figure out the shooting thing it'll prolly be (0.8) or something.

I'm currently taking some time to play-test and figure out what needs to be changed in upcoming versions.

P.S.
sorry bought all the constant changes to stats, values, ect. trying to find the sweet-spot with the gameplay.
Title: Re: [A-14e] Medieval Times (v. 1.014.014 (Updated-8/11/2016))
Post by: StormySunrise on August 12, 2016, 09:51:07 AM
Quote from: Vindar on August 12, 2016, 01:21:30 AM
Quote from: SynsPlayground on August 11, 2016, 04:01:28 PM
been testing this out and i like it quite a bit, I do have one question however... What is the difference in function, in game, between the embrasure and crenelated parapet, I know the real life applications but i am very curious as to how they function differently as far as defencive bonuses and such in game.

one can be climbed over(parapet), the other cant (embrasure)

I'm prolly gonna increase the difficulty to climb over on the parapet. and see what i can do to fix issues with people behind embrasures not getting shot at.

parapet has same defensive bonuses as sandbags (0.65) in the next incoming patch embrasures currently stand at (0.7), though if i figure out the shooting thing it'll prolly be (0.8) or something.

I'm currently taking some time to play-test and figure out what needs to be changed in upcoming versions.

P.S.
sorry bought all the constant changes to stats, values, ect. trying to find the sweet-spot with the gameplay.

Is the Ballista affected by a pawn's shooting skill? Its been underwhelming for me that a ballista couldn't 1shot a unarmored raider with a club (the ballista shot went through the pawns torso,)
Title: Re: [A-14e] Medieval Times (v. 1.014.014 (Updated-8/11/2016))
Post by: Vindar on August 12, 2016, 12:24:32 PM
@ Stormy

Ballista's and catapults operate the same as mortars in the sense that their all manned turrents. as far as I'm aware their is no skill associated with the use of manned turrents/mortars.

shooting skill has nothing to do with the use of ballista's, just random luck.

most of the time, ballista's will one-shot unarmored guys, this is meant to be offset by a longer cooldown time (cooldown time might get increased further)

sometimes you get a crappy shot with a ballista however and it just doesn't get the kill/takedown.

The only solution I know of is praying to the RNG God:

http://tvtropes.org/pmwiki/pmwiki.php/Main/RandomNumberGod
Title: Re: [A-14e] Medieval Times (v. 1.014.014 (Updated-8/11/2016))
Post by: StormySunrise on August 12, 2016, 01:05:59 PM
Quote from: Vindar on August 12, 2016, 12:24:32 PM
@ Stormy

Ballista's and catapults operate the same as mortars in the sense that their all manned turrents. as far as I'm aware their is no skill associated with the use of manned turrents/mortars.

shooting skill has nothing to do with the use of ballista's, just random luck.

most of the time, ballista's will one-shot unarmored guys, this is meant to be offset by a longer cooldown time (cooldown time might get increased further)

sometimes you get a crappy shot with a ballista however and it just doesn't get the kill/takedown.

The only solution I know of is praying to the RNG God:

http://tvtropes.org/pmwiki/pmwiki.php/Main/RandomNumberGod
XD welp I better pray harder, I normally only use ballista defenses against mechanoids now, and also the occasional angry power armored Commando Unite that raids
Title: Re: [A-14e] Medieval Times (v. 1.015.014 (Updated-8/13/2016))
Post by: Vindar on August 13, 2016, 01:39:54 AM
Updated to (v. 1.015.014)
     - Modified the way "Embrasures" work, attacking pawns will now shoot at defenders behind embrasures and attempt to scale the walls.
     - Nerfed the reload time on ballista's
     - Added new artwork "Shrine to the Random Number God", which contains a joy action "Praying to the Random Number God" associated with it.
     - Various minor stat and graphic updates/tweaks



Any feedback on the new way embrasures are handled in this update would be appreciated.
Title: Re: [A-14e] Medieval Times (v. 1.016.014 (Updated-8/14/2016))
Post by: Vindar on August 14, 2016, 05:13:03 PM
Updated to (v. 1.016.014)
- Added new item "Bearded Battle Axe"
- Various stat tweaks & alterations
("Wooden Barricades" should now be a more viable option cost wise)
Title: Re: [A-14e] Medieval Times (v. 1.016.014 (Updated-8/14/2016))
Post by: Fluffe on August 14, 2016, 05:17:50 PM
Can I just say how much I love that raid picture on the front love the illusion of depth thats added to it lol
Title: Re: [A-14e] Medieval Times (v. 1.016.014 (Updated-8/14/2016))
Post by: Topper on August 18, 2016, 01:48:40 AM
Could we please get a mediafire or google drive or dropbox mirror? I'm rally not interested in signing up with nexus. Also I'm getting fairly lengthy delays on the steam version when raids and visitors spawn..anything you can do about that? Also consider putting some of the items behind a research tech so you dont start with them at tribe level.
Title: Re: [A-14e] Medieval Times (v. 1.016.014 (Updated-8/14/2016))
Post by: Deimos Rast on August 18, 2016, 08:33:05 PM
So I installed this mod pretty much immediately after buying RimWorld and looking over a lot of the items it adds...I thought those are part of the stock game :o
I really enjoy this mod, thanks!

Title: Re: [A-14e] Medieval Times (v. 1.016.014 (Updated-8/14/2016))
Post by: StormySunrise on August 18, 2016, 11:15:17 PM
May I recommend adding pitfall traps or spiked walls if that's possible?

I'd love to see the 35 man warband raid try to get through my Aztec temple of cybermetic cannibalistic tribals.
Title: Re: [A-14e] Medieval Times (v. 1.016.014 (Updated-8/14/2016))
Post by: Trigon on August 19, 2016, 02:58:03 AM
Gotta say I love this mod. Was worried that after Ish I would never see another medieval mod. Though I was curious if you would allow players to craft the armors with stuff. I liked having plasteel plate armor in the old Ish version since I like playing low tech colonies that still duke it out with pirates and spacers. I have no modding knowledge though and I also figure that letting them be made of plasteel would ruin the great artwork this mod has.
Title: Re: [A-14e] Medieval Times (v. 1.016.014 (Updated-8/14/2016))
Post by: Jarred on August 19, 2016, 11:52:53 AM
Hi, i seem to be having a problem with the display of the weapon and items from this mod.
faction members appear headless, with large magenta blocks for armor. also the structures/equipment added are all big boxed xs.
anyone know what may be conflicting?
thanks in advance

ccl+tweaks
custom population
hospitality
tech advancing
fences
prepare carefully
EPOE
high caliber
medical training
medieval times
modular tables
rimfire
practice targets
work tab

*Edit: Ahh i see someone had the same problem, sorry for repost. ill try to just sort through
Title: Re: [A-14e] Medieval Times (v. 1.016.014 (Updated-8/14/2016))
Post by: Zxypher on August 20, 2016, 01:26:04 AM
Man I love all the stuff added with this mod but it really is forcing me to go maximum cheese for defense. Last night I had a raid that was 25 enemies vs 4 shooters (+1 non-violent). Holy crap that was a tough fight. Also the raiders from this mod seem to love deconstructing stuff when they flee.
Title: Re: [A-14e] Medieval Times (v. 1.016.014 (Updated-8/14/2016))
Post by: Trigon on August 20, 2016, 04:53:46 AM
Quote from: Jarred on August 19, 2016, 11:52:53 AM
Hi, i seem to be having a problem with the display of the weapon and items from this mod.
faction members appear headless, with large magenta blocks for armor. also the structures/equipment added are all big boxed xs.
anyone know what may be conflicting?
thanks in advance

ccl+tweaks
custom population
hospitality
tech advancing
fences
prepare carefully
EPOE
high caliber
medical training
medieval times
modular tables
rimfire
practice targets
work tab

*Edit: Ahh i see someone had the same problem, sorry for repost. ill try to just sort through
I don't have this problem but I did notice that I had a lot of the same mods as you. I highlighted the ones that I personally know work fine with it. Hopefully this will save you some time with your troubleshooting.
Title: Re: [A-14e] Medieval Times (v. 1.016.014 (Updated-8/14/2016))
Post by: Vindar on August 20, 2016, 04:44:40 PM
Quote from: Topper on August 18, 2016, 01:48:40 AM
Could we please get a mediafire or google drive or dropbox mirror? I'm rally not interested in signing up with nexus. Also I'm getting fairly lengthy delays on the steam version when raids and visitors spawn..anything you can do about that? Also consider putting some of the items behind a research tech so you dont start with them at tribe level.

I prefer nexus because it lets me track how many downloads I get and provides a msg'ing service so i can be contacted about the mod. generally, It helps keep stuff contained and gets me feedback about how the mod is going.

for a dropbox, mediafire or other drop service, i'd have to create an account and than manage it with each update (which would take time away from creating more content)

It may be selfish, but i figure people can meet me halfway and use either steam workshop or nexus. (my little black book of accounts and passwords is already way to big)

As far as lag goes during spawns, I'm already knee deep in redesigning code/graphics to improve the situation. should be significantly better with next release (which will be the Alpha 15 update)
 

Quote from: Trigon on August 19, 2016, 02:58:03 AM
Gotta say I love this mod. Was worried that after Ish I would never see another medieval mod. Though I was curious if you would allow players to craft the armors with stuff. I liked having plasteel plate armor in the old Ish version since I like playing low tech colonies that still duke it out with pirates and spacers. I have no modding knowledge though and I also figure that letting them be made of plasteel would ruin the great artwork this mod has.

eventually (and this is a longway off so it might not happen) I intend to create a "Future Forge" which will be able to craft the best versions of the gear in plasteel (which i assume would be casting as opposed to forging)

before that though i'd want to add some "legendary" weapons / equips like excaliburn or various famous pieces of armour

Quote from: Jarred on August 19, 2016, 11:52:53 AM
Hi, i seem to be having a problem with the display of the weapon and items from this mod.
faction members appear headless, with large magenta blocks for armor. also the structures/equipment added are all big boxed xs.
anyone know what may be conflicting?
thanks in advance

ccl+tweaks
custom population
hospitality
tech advancing
fences
prepare carefully
EPOE
high caliber
medical training
medieval times
modular tables
rimfire
practice targets
work tab

*Edit: Ahh i see someone had the same problem, sorry for repost. ill try to just sort through

This is also partly my fault, first iterations of the mod i wasn't to clear about how classes worked and it showed in the code, next update should fix some of the conflict issues people have been having. 

also it's possible you got a corrupted download(they are rare but do happen), deleting the mod and re-downloading seeing if that fixes it is always a good idea.
Title: Re: [A-14e] Medieval Times (v. 1.016.014 (Updated-8/14/2016))
Post by: shirlierox on August 20, 2016, 07:33:30 PM
I've been having loads of fun playing this coupled with another mod that adds no guns to other factions.

The only trouble I have is I feel like I'm cheating even contemplating adding electric ovens and a freezer  ;D

It just needs the ability to build a moat, build a portcullis, hang prisoners outside the front of my castle to ward off raiders and maybe a black knight that will not die.
Title: Re: [A-14e] Medieval Times (v. 1.016.014 (Updated-8/14/2016))
Post by: Deimos Rast on August 23, 2016, 03:08:08 PM
Quote from: shirlierox on August 20, 2016, 07:33:30 PM
I've been having loads of fun playing this coupled with another mod that adds no guns to other factions.

The only trouble I have is I feel like I'm cheating even contemplating adding electric ovens and a freezer  ;D

It just needs the ability to build a moat, build a portcullis, hang prisoners outside the front of my castle to ward off raiders and maybe a black knight that will not die.
The "More Vanilla Turrets" mod adds a couple of moats to the game....
A portcullis would indeed be cool or some type of quasi extendible gate (only by a square maybe) for draw bridges would be neato.
Edit: there is also the ED-Moat mod by Jaxxa.
Title: Re: [A-14e] Medieval Times (v. 1.016.014 (Updated-8/14/2016))
Post by: Vindar on August 25, 2016, 03:14:15 PM
Quote from: shirlierox on August 20, 2016, 07:33:30 PM
I've been having loads of fun playing this coupled with another mod that adds no guns to other factions.

The only trouble I have is I feel like I'm cheating even contemplating adding electric ovens and a freezer  ;D

It just needs the ability to build a moat, build a portcullis, hang prisoners outside the front of my castle to ward off raiders and maybe a black knight that will not die.

I've been watching the series on youtube :P

as far as refrigerating food goes, next patch for medieval times will have ice as a resource and an icebox that uses ice to cool down a room.
Title: Re: [A-15b] Medieval Times (v. 1.25.A15b (Updated-8/29/2016))
Post by: Vindar on August 29, 2016, 08:11:23 AM
It's not done, but it's workable for now;

Updated to (v. 1.25.A15b)
- Initial Alpha 15 update.
- Compleate reworking of Medieval tech-tree.
- Compleate reworking of various codes and classes.
- Unification of graphic sizes. Tweaking to various graphics.
- Pawnkind tweaks so (core) pawns spawn less naked. (non-major / non-nessisary)

- Added new item "Wooden Gate"
- Added new item "Wooden Fence"
- "Street Lamp" is now rotatable

- Removed adobe wall, added, adobe bricks which can now be created / crafted and used in any stony recipie (including walls, embrasures, arts & crafts)

- Added new resource "Ice Blocks"
- removed item "Storage Chest", Added new item "Ice Box" which creates cooling effect at the cost of "Ice Blocks" resource
- Added new production station "Ice Creation Station", which can be used to create Ice.
- Added new production station "Ice Gathering Station", which can be used to create Ice.
- Added new Tech "Ice Walls" and craftable walls / parapets / embrasures, which melt in the heat.

- Added new production station "Crafting Station"
- Added "Trade goods" to definitions.
- Added new Trade good "Crafter's Hand Tools"
- Added new Trade good, "Stuffed Doll"
- Added new Trade good, "rinking Cups"
- Added new Trade good "Storage Pot"
- Added new Trade good "Steel Bow"
- Added new Trade good "Wood Pitch Glue"
- Added new Trade good "Advanced Trigger Mechanism"

- Added new production station "Tailoring Station"
- Added new production station "Improved Blacksmith's Forge"
- Added new production station "Advanced Blacksmith's Forge"

- Added new Security item "Murder Hole"
Title: Re: [A-15b] Medieval Times (v. 1.25.A15b (Updated-8/29/2016))
Post by: Ceglaaa on August 29, 2016, 08:14:30 AM
Quote from: Vindar on August 29, 2016, 08:11:23 AM
- Added new Security item "Murder Hole"

I don't know what it is but from the way it sounds I already love it!
Title: Re: [A-15b] Medieval Times (v. 1.25.A15b (Updated-8/29/2016))
Post by: shirlierox on August 29, 2016, 09:48:23 AM
You also had me at the murder hole  :)
Title: Re: [A-15b] Medieval Times (v. 1.25.A15b (Updated-8/29/2016))
Post by: Ptolisgoodguy on August 29, 2016, 01:09:31 PM
I think there might be an issue considering that when I started up a world with this mod, everything, and I mean everything was crafted out of Ice Blocks. When I mined rock it dropped 2 ice blocks, when I tried to make a wooden bed, it needed ice blocks. My colonists must be freezing.
Title: Re: [A-15b] Medieval Times (v. 1.25.A15b (Updated-8/29/2016))
Post by: Vindar on August 29, 2016, 05:03:16 PM
Quote from: Ptolisgoodguy on August 29, 2016, 01:09:31 PM
I think there might be an issue considering that when I started up a world with this mod, everything, and I mean everything was crafted out of Ice Blocks. When I mined rock it dropped 2 ice blocks, when I tried to make a wooden bed, it needed ice blocks. My colonists must be freezing.

noted, ill look into it.

just a preamble, You might have gotten a corrupted download or are having a weird mod conflict.

I'd advise re-downloading just on principal.

also, can you tell me which mods your using currently?
Title: Re: [A-15b] Medieval Times (v. 1.25.A15b (Updated-8/29/2016))
Post by: Ptolisgoodguy on August 29, 2016, 05:25:24 PM
The mods I am using are as follows:

Core
ExpandedProsthetics&amp;OrganEngineering
GlitterTech
Infused
ADogSaid-master
Vegetable Garden
Turrets Pack
T-MoreFloors
T-MiscStuff
T-MoreBedsVanilla
T-ExpandedCrops-VegGarden
Medieval Times (v. 1.25.A15b)
CraftingHysteresis
FashionRIMsta 14
Furnace
Hospitality
Noku Mushrooms
Embrasures
RT's Weapon Pack
More Vanilla Turrets
Xeva's Rimhair
Nuetrainer and AI Persona Core Crafting
MoreLesserMechanoids
MIRV Artillery
TilledSoil
0.15] Iron Dan
EdBPrepareCarefully

There were also a few Core edits in the following areas:

Traitdefs
Roofdefs
Biomedefs
Difficultydefs
Factiondefs
Thingdefs_buildings > Buildings_Natural
Rooms > RoomStats

The only thing changed in these were a few commonality tweaks and a false to true change.
Title: Re: [A-15b] Medieval Times (v. 1.26.A15b (Updated-8/30/2016))
Post by: Vindar on August 30, 2016, 12:25:54 AM
Updated to: (v. 1.26.A15b)
- Fixed Icebox Bug, Icebox will no longer provide cooling effect without Ice Blocks fueling it.

@ Ptolisgoodguy
wasen't able to reproduce your specific bug, by the looks of it your currently having a major mod conflict.

the ice-blocks are set up to be their own specific resource and not be used by things like beds and such. Ice Blocks fall under the category
      <categories>
        <li>MedievalTimes_Ice</li>      
      </categories>
If during your editing you changed this category to <li>stony</li> or something that could cause what your describing.

that or some catch-all added this category to the biome generation.

honestly their isn't much i can do about this. you could try deleting the category all-together and see if that helps
Title: Re: [A-15b] Medieval Times (v. 1.26.A15b (Updated-8/30/2016))
Post by: Ptolisgoodguy on August 30, 2016, 04:33:01 AM
@ Vindar

I'll start by going through my Core files and most likely create a backup of what I have now and then re-download the original Core files and see if the bug is still there. If it isn't then I know it's something of my own doing and I'll just have to be careful of what I edit in regards to conflicts. IF the bug remains then I'll go through all my mods and see if I can find what's causing the issue.

Thanks for the help anyway and I'll let you know what happens to see if a note on compatibility is required.

EDIT: It was something to do with the core files I edited so it's nothing on your part to worry about. Thanks for the help none-the-less.
Title: Re: [A-15b] Medieval Times (v. 1.27.A15b (Updated-8/31/2016))
Post by: Vindar on August 31, 2016, 10:30:27 PM
Updated to (v. 1.27.A15b)
- Added new weapon "Warhammer"
- various stat tweaks / changes
- added Tech-Tree inclusion (Non-nessiary)
Title: Re: [A-15b] Medieval Times (v. 1.27.A15b (Updated-8/31/2016))
Post by: Trigon on August 31, 2016, 11:50:03 PM
What's this tech tree inclusion of which you speak?
Title: Re: [A-15b] Medieval Times (v. 1.27.A15b (Updated-8/31/2016))
Post by: Vindar on September 01, 2016, 01:47:21 AM
Quote from: Trigon on August 31, 2016, 11:50:03 PM
What's this tech tree inclusion of which you speak?

re-named smithing to "Modern smithing" and made advanced smithing a pre-requisite, than made electricity require modern smithing (cause circuits need pure metals yo).

thats pretty much it, it's not nessisary just makes the medieval stuff feel more like an era that comes before electricty. works great if you start with the tribal scenario (thats what im "playtesting" currently).

since the tech changes are a core file it could cause conflicts with mods that "require" core changes and are loaded before it, however, it's always recommended that you load medieval times at the top of the list, that way any mods that need to change core files can do so without interference from this mod. if you loose the tweak i made in the core file it's no big deal and doesn't hurt the mod at all.

any of the core files that are changed in this mod are optional, meaning if you delete them from the mod folder it wont break medieval times. all of it is just balence/convience changes.

some of it's kinda cool though, like the different graphic for teeshirts and the pants graphic.
Title: Re: [A-15b] Medieval Times (v. 1.27.A15b (Updated-8/31/2016))
Post by: Sheyka on September 01, 2016, 06:08:15 AM
helloo

i can't download it from nexusmods because i need to create an account. but i don't want to create an account :D

can you upload your mod on dropbox or something like that? would be very awesome :D
Title: Re: [A-15b] Medieval Times (v. 1.27.A15b (Updated-8/31/2016))
Post by: SmartCheetah on September 01, 2016, 11:08:32 AM
If you'd like some kind of help to work on the total conversion mod, count me in. I might create some sprites, work on simple files and stuff like that. Always wanted a sim game like that set in medieval world (or some kind of low fantasy setting)

You can see some simple sprites I've already done in this thread:
https://ludeon.com/forums/index.php?topic=5422.msg238067#msg238067
I know they aren't really medieval - but just a proof that I've got some experience in creating those.
Title: Re: [A-15b] Medieval Times (v. 1.27.A15b (Updated-8/31/2016))
Post by: Deimos Rast on September 01, 2016, 04:13:23 PM
so I've already post how much I love this mod, and I still do, but I kind of feel the last update or so was maybe a misstep. I agree the research needed some added complexity, but I think you went maybe a little far, and now I feel like I'm getting nickeled and dimed on researched projects. I don't see the need for the ice wall stuff but I think it's cool that you're trying new things, and I'm happy that you're still developing this (this should be the main takeaway of this post) and as long as you have a vision for the mod I'm content to enjoy the ride.
Also: any chance of revisiting the fence model at some point? How to put this: you've set a rather high standard visually with the mod, and I think that one comes up short. ;)
Please don't take all this the wrong way; I just think you're entitled to feedback, both pro/con.
Cheers!
:)
Title: Re: [A-15b] Medieval Times (v. 1.27.A15b (Updated-8/31/2016))
Post by: Trigon on September 01, 2016, 04:57:55 PM
Quote from: Vindar on September 01, 2016, 01:47:21 AM
Quote from: Trigon on August 31, 2016, 11:50:03 PM
What's this tech tree inclusion of which you speak?

re-named smithing to "Modern smithing" and made advanced smithing a pre-requisite, than made electricity require modern smithing (cause circuits need pure metals yo).

thats pretty much it, it's not nessisary just makes the medieval stuff feel more like an era that comes before electricty. works great if you start with the tribal scenario (thats what im "playtesting" currently).

since the tech changes are a core file it could cause conflicts with mods that "require" core changes and are loaded before it, however, it's always recommended that you load medieval times at the top of the list, that way any mods that need to change core files can do so without interference from this mod. if you loose the tweak i made in the core file it's no big deal and doesn't hurt the mod at all.

any of the core files that are changed in this mod are optional, meaning if you delete them from the mod folder it wont break medieval times. all of it is just balence/convience changes.

some of it's kinda cool though, like the different graphic for teeshirts and the pants graphic.
Sorry if I sound kinda dumb here, but does that mean I should load medieval times before core? I haven't ever heard of any mods like that before.
Title: Re: [A-15b] Medieval Times (v. 1.27.A15b (Updated-8/31/2016))
Post by: Deimos Rast on September 01, 2016, 08:51:29 PM
 Sorry if I sound kinda dumb here, but does that mean I should load medieval times before core? I haven't ever heard of any mods like that before.
[/quote]
No, he just means the mod overrides some Core files. If you load a mod that changes those files before Medieval Times, it might cause issues, so it's better to load Medieval Times as high as possible.
Pretty sure it won't work if you try to load it before Core anyway.
Title: Re: [A-15b] Medieval Times (v. 1.27.A15b (Updated-8/31/2016))
Post by: ProFF7 on September 02, 2016, 08:15:24 AM
Have you considered trying to implement reach to melee weapons? Thats what I have been trying to do with spears, for those close supportive spear blocks, because now spears are not more than a weaker version of a sword..

but for some reason when adding verb "range" to a melee weapon, it seems the game considers it a ranged weapon, but anyway, it will not make any kind of attacks. Anyways, I am not very good with scripting, maybe you could figure a way to do it?
Title: Re: [A-15b] Medieval Times (v. 1.27.A15b (Updated-8/31/2016))
Post by: Vindar on September 02, 2016, 07:11:26 PM
Quote from: ProFF7 on September 02, 2016, 08:15:24 AM
Have you considered trying to implement reach to melee weapons? Thats what I have been trying to do with spears, for those close supportive spear blocks, because now spears are not more than a weaker version of a sword..

but for some reason when adding verb "range" to a melee weapon, it seems the game considers it a ranged weapon, but anyway, it will not make any kind of attacks. Anyways, I am not very good with scripting, maybe you could figure a way to do it?

I tried and failed for the reason you stated. believe it or not I'm not very good with scripting either. :P

I'll try to find a work-around when i get the spare time, but it's not looking hopeful, I'd really like ranged melee weapons too, but i just don't think their going to be possible at the moment.



Quote from: Trigon on September 01, 2016, 04:57:55 PM
Quote from: Vindar on September 01, 2016, 01:47:21 AM
Quote from: Trigon on August 31, 2016, 11:50:03 PM
What's this tech tree inclusion of which you speak?

re-named smithing to "Modern smithing" and made advanced smithing a pre-requisite, than made electricity require modern smithing (cause circuits need pure metals yo).

thats pretty much it, it's not nessisary just makes the medieval stuff feel more like an era that comes before electricty. works great if you start with the tribal scenario (thats what im "playtesting" currently).

since the tech changes are a core file it could cause conflicts with mods that "require" core changes and are loaded before it, however, it's always recommended that you load medieval times at the top of the list, that way any mods that need to change core files can do so without interference from this mod. if you loose the tweak i made in the core file it's no big deal and doesn't hurt the mod at all.

any of the core files that are changed in this mod are optional, meaning if you delete them from the mod folder it wont break medieval times. all of it is just balence/convience changes.

some of it's kinda cool though, like the different graphic for teeshirts and the pants graphic.
Sorry if I sound kinda dumb here, but does that mean I should load medieval times before core? I haven't ever heard of any mods like that before.

Always load Core first, than as was stated by the post above, load Medieval times as high as you can on your list. (you can load CCM & others like it before Medieval Times if you want)


Quote from: Deimos Rast on September 01, 2016, 04:13:23 PM
so I've already post how much I love this mod, and I still do, but I kind of feel the last update or so was maybe a misstep. I agree the research needed some added complexity, but I think you went maybe a little far, and now I feel like I'm getting nickeled and dimed on researched projects. I don't see the need for the ice wall stuff but I think it's cool that you're trying new things, and I'm happy that you're still developing this (this should be the main takeaway of this post) and as long as you have a vision for the mod I'm content to enjoy the ride.
Also: any chance of revisiting the fence model at some point? How to put this: you've set a rather high standard visually with the mod, and I think that one comes up short. ;)
Please don't take all this the wrong way; I just think you're entitled to feedback, both pro/con.
Cheers!
:)

This is actually the kind of feedback I'm desperate to hear. a wide range of opinions on how the mod is going and what changes are liked/disliked can help tremendously to shape the mod's future.

The tech tree isn't set in stone, but i think It's at the right place currently. I'll admit it feels hollow at the moment, but i intend to fill it out over time so each little tech feels like a big deal opening up whole new fields to explore. I also intend to make all the tech's auto-completed should you pick the basic start as opposed to the neolithic (tech tree will be for neolithic runs). 

I forgot to do the auto-complete this patch, but i should have it in next one (been busy lately)

Got a question for you(and anyone else who wants to answer), do you feel the locations of the Medieval items are good, or should they all be placed in a seperate "Medieval" tab?

-----------------------------------------------------------


Updated to: (v 1.28.A15c)
- Updated to Alpha 15c
- Tweaked forge tier layout so each tier also has items from the previous one.
- Increased the range of the Catapult.
- Various other minor tweaks
Title: Re: [A-15b] Medieval Times (v. 1.28.A15c (Updated-9/02/2016))
Post by: DoomAngelBlade on September 03, 2016, 03:30:04 PM
http://imgur.com/a/dKFUo

Think about it yourself.
Title: Re: [A-15b] Medieval Times (v. 1.28.A15c (Updated-9/02/2016))
Post by: gadjung on September 03, 2016, 05:30:39 PM
Can we please have possibility to cook 4 weak/strong stews at once (like in old Bulk Meal mod) ?
Besides that, i love this mod.
Title: Re: [A-15b] Medieval Times (v. 1.28.A15c (Updated-9/02/2016))
Post by: Deimos Rast on September 04, 2016, 04:29:06 AM
I would keep them where they are honestly. The more mods, the more tabs you collect. I've started consolidating and running my own custom tabs.
Another point: the three forges seems a big over done. It wouldn't be so bad if level 3 replaced previous levels, but i think that'd require a plugin. On that topic, I strongly vote no plugins. (I know, kind of talking out of both sides of my mouth there).
I've decided to open up the files and make some edits, so I'm sure I'll have more feedback soon (for better or worse). I already met "Robo Willis" and his C10MG....haha. I'm sure there is a story there.

I'm curious about your spear range problem - you're just trying to give them length?
Title: Re: [A-15b] Medieval Times (v. 1.28.A15c (Updated-9/02/2016))
Post by: gadjung on September 04, 2016, 05:20:56 AM
Also, forge receipes lack using leathers/cloth in some recipes (like steel plated boots or steel plates and winter cloak)
Title: Re: [A-15b] Medieval Times (v. 1.28.A15c (Updated-9/02/2016))
Post by: Jstank on September 04, 2016, 01:54:53 PM
Wouldn't it be more thematic if the catapult used chunks as ammo instead of artillery shells?

Is this complicated, I know little of rim world mods.
Title: Re: [A-15b] Medieval Times (v. 1.28.A15c (Updated-9/02/2016))
Post by: Trigon on September 04, 2016, 01:58:56 PM
Doesn't the catapult use explosive balls made at the forge? I didn't think you could load it with artillery shells.
Title: Re: [A-15b] Medieval Times (v. 1.28.A15c (Updated-9/02/2016))
Post by: Deimos Rast on September 05, 2016, 01:28:04 AM
Quote from: gadjung on September 03, 2016, 05:30:39 PM
Can we please have possibility to cook 4 weak/strong stews at once (like in old Bulk Meal mod) ?
Besides that, i love this mod.
So I made you a thing.... ;D
Below you'll find an xml document that adds the ability to craft x4 Jerked Meats, Weak Stews, and Hearty Stews for x4 the ingredients and a little less than x4 the work amount.
Note: currently in the mod it takes the same amount of work to make a weak stew as a hearty stew, which I think is low (I would increase it from 600 to 800 myself), but I respected this and based my numbers off of it.
I tested to see if they showed up in the hearth, and they all did. 8)
And no, this doesn't override anything in the mod, it's 100% clean.
Vindar is of course welcome to use it if he wants it, no credit necessary.
Cheers.

Installation:
put in the MedievalTimes/Defs/RecipeDefs folder.

[attachment deleted by admin - too old]
Title: Re: [A-15b] Medieval Times (v. 1.28.A15c (Updated-9/02/2016))
Post by: wayward vagabond on September 05, 2016, 07:00:51 AM
does this mod remove other fractions and weapons?
Title: Re: [A-15b] Medieval Times (v. 1.28.A15c (Updated-9/02/2016))
Post by: Deimos Rast on September 05, 2016, 08:14:08 AM
Quote from: wayward vagabond on September 05, 2016, 07:00:51 AM
does this mod remove other fractions and weapons?
Broadly speaking, the mod doesn't remove anything from the game, only add to it. It adds Medieval factions and weapons, but doesn't remove anything, no (to the best of my knowledge, and I've putzed around in its innards quite a bit).
There is another mod out there that removes factions that have guns, and guns from the game if you're looking for that. It's somewhat designed to go with this mod.
Link to nexus link from the steam link if you don't have steam.
http://steamcommunity.com/sharedfiles/filedetails/?id=736703444&searchtext=no+guns (http://steamcommunity.com/sharedfiles/filedetails/?id=736703444&searchtext=no+guns)
Title: Re: [A-15b] Medieval Times (v. 1.28.A15c (Updated-9/02/2016))
Post by: gadjung on September 05, 2016, 11:01:06 AM
Quote from: Deimos Rast on September 05, 2016, 01:28:04 AM
Quote from: gadjung on September 03, 2016, 05:30:39 PM
Can we please have possibility to cook 4 weak/strong stews at once (like in old Bulk Meal mod) ?
Besides that, i love this mod.
So I made you a thing.... ;D
Below you'll find an xml document that adds the ability to craft x4 Jerked Meats, Weak Stews, and Hearty Stews for x4 the ingredients and a little less than x4 the work amount.
Note: currently in the mod it takes the same amount of work to make a weak stew as a hearty stew, which I think is low (I would increase it from 600 to 800 myself), but I respected this and based my numbers off of it.
I tested to see if they showed up in the hearth, and they all did. 8)
And no, this doesn't override anything in the mod, it's 100% clean.
Vindar is of course welcome to use it if he wants it, no credit necessary.
Cheers.

Installation:
put in the MedievalTimes/Defs/RecipeDefs folder.
Thanks for help, yet i did that by myself already ;)
I think that it should be a part of the mod since cooking large stew for couple of medival warriors should go well with mod theme (and I would just prefer not to tinker with xml every time mod updates and for now at least i'm too lazy to tinker with mod and modify this one just to make it more suiting for myself)
Title: Re: [A-15b] Medieval Times (v. 1.28.A15c (Updated-9/02/2016))
Post by: Vindar on September 05, 2016, 06:25:40 PM
just a heads up, having extra production on food is planned in the future.

the hearth will still do X1 stews, but their will also be a food prep station which allows you to salt meats (for longer rot time) or pickle vegtables (same deal). also a smokehouse which lets you do the jerked meats or dried fruits (x10 at at time) and a cooker's cauldron (x10 stew).

at least that's the plan, graphics for the jerked meats, cheese, pickled veg, salted meat, prep station are done(ish). still need to do graphics for dried fruits, smokehouse, cookers cauldron.

no idea when ill get this all done, but the plan is for it to go under the medieval food systems tech w/ the ice box currently.

------------------------------------------

interesting side note, workbenches are gonna be flipped around in next patch so i've made them mini-fiable for the time being. might seem like i'm jerkin your chain on this one(although i did have a long laugh when i thought about people loggin in and seeing it), but the change allows me to use 1 graphic instead of 4 for the crafting station, tailoring station, forge, smelter, ect. This should cut down file size a bit.
Title: Re: [A-15b] Medieval Times (v. 1.28.A15c (Updated-9/02/2016))
Post by: gadjung on September 06, 2016, 08:26:05 AM
bumping question about adding leathers to smithy recipes (steel plated boots, x with winter coat, etc)
Title: Re: [A-15b] Medieval Times (v. 1.28.A15c (Updated-9/02/2016))
Post by: Vindar on September 07, 2016, 07:45:24 AM
Quote from: gadjung on September 06, 2016, 08:26:05 AM
bumping question about adding leathers to smithy recipes (steel plated boots, x with winter coat, etc)

not sure i can do that without it messing with the graphic's colors.

also originally had something like that on some armor's / clothes and removed it to make the mod more simple. 

Simplicity is king, already make some stuff more complicated than it should be, If i go full complex it'll likely turn alotta people off and make the mod less playable for most people. (even for myself)
Title: Re: [A-15b] Medieval Times (v. 1.28.A15c (Updated-9/02/2016))
Post by: Deimos Rast on September 07, 2016, 03:24:01 PM
Quote from: Vindar on September 07, 2016, 07:45:24 AM
Quote from: gadjung on September 06, 2016, 08:26:05 AM
bumping question about adding leathers to smithy recipes (steel plated boots, x with winter coat, etc)

not sure i can do that without it messing with the graphic's colors.

also originally had something like that on some armor's / clothes and removed it to make the mod more simple. 

Simplicity is king, already make some stuff more complicated than it should be, If i go full complex it'll likely turn alotta people off and make the mod less playable for most people. (even for myself)
I quite agree with you. But I think from a technical perspective it's maybe possible to do a colorgenerator comp with predefined outputs. Not sure, not something I've used before.
Title: Re: [A-15c] Medieval Times (v. 1.29.A15c (Updated-9/07/2016))
Post by: Vindar on September 07, 2016, 11:56:39 PM
Updated to (v. 1.29.A15c) -because it's better than 1.28-
- Added new station "Food Prep Station"
- Added new Station "Smokehouse"
- Nerfed blunt defense on tiered armor
- Various stat tweaks
- Increased research cost slightly on certain techs
- Added new Item "Fancy Icebox"
- Fixed Tailoring station bug

--------------------------

Updated:
(v. 1.30.A15c)
- Added new weapon "Gisarme"
- fixed fancy icebox graphic bug.
- re-fixed cold-wear spawn issue.
- minor tweaks / changes.
Title: Re: [A-15c] Medieval Times (v. 1.29.A15c (Updated-9/07/2016))
Post by: FSUYevon on September 08, 2016, 08:19:46 AM
Is there anyway to change the size of the Medieval raids? They seem a little unbalanced at the moment, being the same size as a tribal raid but with WAY better gear.
Title: Re: [A-15c] Medieval Times (v. 1.29.A15c (Updated-9/07/2016))
Post by: Vindar on September 08, 2016, 01:03:23 PM
Quote from: FSUYevon on September 08, 2016, 08:19:46 AM
Is there anyway to change the size of the Medieval raids? They seem a little unbalanced at the moment, being the same size as a tribal raid but with WAY better gear.

If i remember right i decreased the frequency that they should attack. however if you want to decrease their attack numbers further you can always edit the mod for yourself.

to decrease the amount of attackers simply go into:

Defs/PawnKindDefs_Humanlikes/  MedievalTimes_Pawnkinds_Classes.XML

than increase the numbers of the lines with:

    <combatPower>??</combatPower>

according to your preference.

---------------------

As to reason why I wont do it on the core mod myself, The spawn numbers of attackers in the mod has already been nerfed 3x. I always intended the medieval attackers to be a supped up version of tribals, meaning tougher and in greater numbers. If you set up your defences properly both tribals and medieval raiders at this point can be fairly easy to beat(and do so without casualties), the real threat being gun using factions or mechnoids.
Title: Re: [A-15c] Medieval Times (v. 1.30.A15c (Updated-9/08/2016))
Post by: FSUYevon on September 08, 2016, 02:34:14 PM
Thanks for the quick reply. I like doing No Turrets / Traps runs, so the large numbers of Medieval raiders can be devastating without good weapons. I guess me saying they were "unbalanced" is a bit silly when I'm challenging myself with no Turrets and the like. :p
Title: Re: [A-15c] Medieval Times (v. 1.30.A15c (Updated-9/08/2016))
Post by: Goosedown on September 09, 2016, 12:05:49 AM
I've fought off a few pretty sizable raids from the medieval factions without taking much in the way of losses now. I've found that it becomes pretty important to make a castle setup at your entrance. A couple spaced out layers of spiked barricades, some traps scattered in between, and my colonists shooting from behind walls with the sandbag replacer rampart thingy between the walls to be very effective.

The most important part is killing enough of them that the whole group runs away(About half?). My normal tactic is to kill a few while they climb over the spikes, then retreat my colonists behind a door where i have a melee-ers to each side and archers with some cover aiming  straight at the door. When they break through they aggro the melee guys and get wrecked by the archers.
And when you get murder holes? Oh boy layered defenses.
See:
http://imgur.com/e9LgBjV
Slightly old pic of my front line but shows the idea. This one is with embrasures(Importantly they can crawl through it slowly, which allows the ranged enemies to shoot through them)

Also, thank you so much for this mod Vindar. You've made this game so much more fun than it already was. :D
Title: Re: [A-15c] Medieval Times (v. 1.30.A15c (Updated-9/08/2016))
Post by: Deimos Rast on September 09, 2016, 11:32:09 AM
that sounds really cool, thanks for sharing.
Title: Re: [A-15c] Medieval Times (v. 1.30.A15c (Updated-9/08/2016))
Post by: Goosedown on September 09, 2016, 05:01:04 PM
No problem!
I've noticed that a lot of people's idea of defenses is to throw everything they have into one line of defense. which works well enough until something unexpected happens and they have nowhere to fall back to. Having functional embrasures, ballista, catapults, spikes, and murder holes allows for more layered defenses so that you can give up ground and wear down the attackers. 'Tis a lot more realistic and fun in my opinion.  :P
Title: Re: [A-15c] Medieval Times (v. 1.30.A15c (Updated-9/08/2016))
Post by: jecrell on September 10, 2016, 03:45:45 AM
First and foremost, thank god for people like you and making such amazing content. You are awesome!
I'm trying to make my own castle, and one thing I'd love to see added are portcullis or castle gates.
Thank you again, and have a wonderful day.
Title: Re: [A-15c] Medieval Times (v. 1.30.A15c (Updated-9/08/2016))
Post by: Renren on September 10, 2016, 02:49:31 PM
Hey there! I've really, really come to enjoy this mod for what it brings to the table and how much it adds to my RimWorld gameplay, but I've run into a performance problem where the game will freeze anywhere from 30 seconds to upwards of a minute whenever a caravan or raid comes in. I've asked a few friends who use the mod as well and they tell me they experience the same problem. Is this something that's known? Maybe some issues with other mods running? I have a whole lot installed into the game.
Title: Re: [A-15c] Medieval Times (v. 1.30.A15c (Updated-9/08/2016))
Post by: Vindar on September 10, 2016, 03:47:45 PM
Quote from: Renren on September 10, 2016, 02:49:31 PM
Hey there! I've really, really come to enjoy this mod for what it brings to the table and how much it adds to my RimWorld gameplay, but I've run into a performance problem where the game will freeze anywhere from 30 seconds to upwards of a minute whenever a caravan or raid comes in. I've asked a few friends who use the mod as well and they tell me they experience the same problem. Is this something that's known? Maybe some issues with other mods running? I have a whole lot installed into the game.

It's known and is the result of lag from item sorting on character creations (to my knowledge)

not sure what i can do about it, I've been trying to simplify some of the stuff to decrease lag, but still get issues. at this point not sure theirs much i can do.
Title: Re: [A-15c] Medieval Times (v. 1.30.A15c (Updated-9/08/2016))
Post by: Topper on September 10, 2016, 08:47:18 PM
Could you please host this somewhere other than the nexus for non-steam folks. Nexus requires logging in and making an account for files over 2 mb. Also what does one modify to reduce the number of raids. Medevil times raids seem to happen far more often than regular rim world types and the medieval gear is overwhelming my stockpiles
Title: Re: [A-15c] Medieval Times (v. 1.30.A15c (Updated-9/08/2016))
Post by: oreganor on September 11, 2016, 04:19:57 AM
QuoteI've fought off a few pretty sizable raids from the medieval factions without taking much in the way of losses now. I've found that it becomes pretty important to make a castle setup at your entrance. A couple spaced out layers of spiked barricades, some traps scattered in between, and my colonists shooting from behind walls with the sandbag replacer rampart thingy between the walls to be very effective.

Medieval raids have an excess of melee fighters which makes them easier to defeat by rows of traps along walls and "bait pawns" that move fast. By the time enemy archers are in possition melee section of the raid is badly crippled or dead, triggering a full defeat with just 1 or 2 ranged enemy casualties.

As with anything related to traps just take advantage of the fact that friendlies will avoid them if there is room (And they cheat as they can travel through diagonals) while enemies will not.

On most my colonies I always put traps along walls and on width 2 corridors precissely to counter the speed of melee heavy raids. Examples below of my current A15 one:

Trapped Corridor (I could go as far as placing them closer leaving just single cell gaps in the diagonals... But those spike traps are expensive :) )

(http://drive.google.com/uc?export=view&id=0BxOjT8xhbKf7bEk3SWhid2RJa0E)

And this is how my external walls look like:

(http://drive.google.com/uc?export=view&id=0BxOjT8xhbKf7dmdnblhtU1g1ajQ)
Title: Re: [A-15c] Medieval Times (v. 1.30.A15c (Updated-9/08/2016))
Post by: Vindar on September 11, 2016, 07:46:21 AM
Quote from: oreganor on September 11, 2016, 04:19:57 AM
QuoteI've fought off a few pretty sizable raids from the medieval factions without taking much in the way of losses now. I've found that it becomes pretty important to make a castle setup at your entrance. A couple spaced out layers of spiked barricades, some traps scattered in between, and my colonists shooting from behind walls with the sandbag replacer rampart thingy between the walls to be very effective.

Medieval raids have an excess of melee fighters which makes them easier to defeat by rows of traps along walls and "bait pawns" that move fast. By the time enemy archers are in possition melee section of the raid is badly crippled or dead, triggering a full defeat with just 1 or 2 ranged enemy casualties.

As with anything related to traps just take advantage of the fact that friendlies will avoid them if there is room (And they cheat as they can travel through diagonals) while enemies will not.

On most my colonies I always put traps along walls and on width 2 corridors precissely to counter the speed of melee heavy raids. Examples below of my current A15 one:

Trapped Corridor (I could go as far as placing them closer leaving just single cell gaps in the diagonals... But those spike traps are expensive :) )

(http://drive.google.com/uc?export=view&id=0BxOjT8xhbKf7bEk3SWhid2RJa0E)

And this is how my external walls look like:

(http://drive.google.com/uc?export=view&id=0BxOjT8xhbKf7dmdnblhtU1g1ajQ)

Don't worry, I can fix that archers taking too long to get to the front lines thingy! >:D
Title: Re: [A-15c] Medieval Times (v. 1.30.A15c (Updated-9/08/2016))
Post by: Facepunch on September 11, 2016, 06:25:59 PM
Any chance you could put it on Dropbox, or Github? Nexus forces you to make an account for downloads 2Mb+
Title: Re: [A-15c] Medieval Times (v. 1.30.A15c (Updated-9/08/2016))
Post by: oreganor on September 11, 2016, 06:31:14 PM
QuoteDon't worry, I can fix that archers taking too long to get to the front lines thingy! >:D

Nooooooo!!! :)

It's nice seeing moders addressing AI weak spots... But the inherent "distance" between archers and melees is not a simple speed problem... It's the fact that they stop to aim while the melee keep on charging. You can't really fix that unless you add a much needed feature which is pawns that take into account their targets can move away from their firing range...

...It's painfull to see it in action when you watch how your hunters waste aiming after aiming when they try to hunt an animal that's moving away from them... They try to aim right when at max range... Instead at maxrange - targetspeed x warmuptime which is what would always give a shot unless the target blocks LOF.

On the subject of traps... It would rock to see rational AI (Animals shouldn't) reacting to a nearby friendly triggering a trap... At least they should stop following their current melee target as they would suspect they are been lured into a trapfield. That way you keep the "suppressing effect" of a trapfield, but without the "cheesiness" of been able to force early retreats or massive casualties by just using a single fast moving bait luring entire "melee trains" into dense trapfields.
Title: Re: [A-15c] Medieval Times (v. 1.31.A15c (Updated-9/11/2016))
Post by: Vindar on September 11, 2016, 07:59:47 PM
Updated to (v. 1.31.A15c)
  - Added new item "Scaled Gauntlets"
  - Added new item "Scaled Boots"
  - Various tweaks and adjustments.
  - Added "Trade Goods" to various trade caravan / ships (Non-essential)

----------------------------------------------------

Legacy Version 1.31 for Alpha 14-e added to Nexus files. (Save-Breaker from 1.016.014)
Dev Notes on legacy version: Ice boxes are limited in Alpha 14-e, because of this no min temp can be set on it.


-------------------------------------------------------
I got it one tweak at a time, and it wouldn't cost me a dime~
Title: Re: [A-15c] Medieval Times (v. 1.32.A15c (Updated-9/15/2016))
Post by: Vindar on September 15, 2016, 08:22:20 PM
(v. 1.32.A15c)
   - Added new difficulty "Medieval Mayham"
   - Added new artwork "Shrine of the Creator" (yes it looks like Tynan)
   - Updated graphic & size of production building "Smokehouse"
   - Added new production Building "Stone Quarry"
   - Various minor tweaks and adjustments.

as always feedback is desired
Title: Re: [A-15c] Medieval Times (v. 1.32.A15c (Updated-9/15/2016))
Post by: gadjung on September 16, 2016, 01:01:15 PM
like the "bigger" smokehouse, would love it if it had "fermentation" mehanics or similiar
still going to rant about no textiles in armor crafting recipes (but fixed it with my own mini-mod, sent You msg about that also, whteva :p)
Braziers could be also from multiple metallic + jade materials (and have some small beauty)

Quarry mapping of aready stored stone chunks is wrong, since it counts all stone chunks on map

generally i like where it's going and that it's pretty well balanced for now.

Btw there is no posibility of befriending hostile medieval faction via capture and release ?
Title: Re: [A-15c] Medieval Times (v. 1.32.A15c (Updated-9/15/2016))
Post by: Vindar on September 16, 2016, 08:31:21 PM
Quote from: gadjung on September 16, 2016, 01:01:15 PM
like the "bigger" smokehouse, would love it if it had "fermentation" mehanics or similiar
still going to rant about no textiles in armor crafting recipes (but fixed it with my own mini-mod, sent You msg about that also, whteva :p)
Braziers could be also from multiple metallic + jade materials (and have some small beauty)

Quarry mapping of aready stored stone chunks is wrong, since it counts all stone chunks on map

generally i like where it's going and that it's pretty well balanced for now.

Btw there is no posibility of befriending hostile medieval faction via capture and release ?

got the msg, but the mod started with cloth added to armour and eventually had it removed for ease of use (simplicity and all that jazz)

like the idea of adding beauty to certain items like braziers, might see that in next patch, wont change type cost though.

confused on what your saying with the quarry thing.

medieval war-bands cant be befriended currently, same as the core game raiders, might change in the future but for now that's how it works. the societies on the other hand can be freely befriended or made enemies of.

Title: Re: [A-15c] Medieval Times (v. 1.32.A15c (Updated-9/15/2016))
Post by: gadjung on September 17, 2016, 03:52:26 AM
In quarry, when setting "do until having X" it says that i have 892 chunks of marble stored already which i guess is number of chunks on map
Title: Re: [A-15c] Medieval Times (v. 1.32.A15c (Updated-9/15/2016))
Post by: Vindar on September 17, 2016, 06:56:19 AM
Quote from: gadjung on September 17, 2016, 03:52:26 AM
In quarry, when setting "do until having X" it says that i have 892 chunks of marble stored already which i guess is number of chunks on map

ah, gotcha. Not sure their is anything i can do about that though. only work around i can think of would be to have it "do X" instead of "do until having X", I know it's a pain, but kinda how things work.

quarry is meant for maps that have run out of stone, don't have much stone to begin with, or are lacking specific types of stone.

I really needed it in so i could reliably do things that add recipes for things like quicklime (which will probably be added to catapult ammo cost)

believe it or not in RL limestone is one of those essential items, It's used in the production of concrete and roads, used as a soil conditioner, for the purification of glass/sugar/paper, as a disinfectant, a vitamin supplement(calcium), used in medicine, cosmetics, toothpaste, paints, plastics, the creation of fabrics and wools, and is essential to the use of blast-furnaces and preventing massive explosions while coal-mining.

honestly, we'd be ****ed without limestone.
Title: Re: [A-15c] Medieval Times (v. 1.32.A15c (Updated-9/15/2016))
Post by: oreganor on September 17, 2016, 11:42:19 AM
Minor Aesthetical bug: Doors do not align properly when adjacent walls are Embrasures (Apparent when embrasures are up and down from the door possition). It's purely aesthetical... The door works properly so not a priority to loose too much time into, IMHO.
Title: Re: [A-15c] Medieval Times (v. 1.32.A15c (Updated-9/15/2016))
Post by: Vindar on September 18, 2016, 02:07:57 AM
Quote from: oreganor on September 17, 2016, 11:42:19 AM
Minor Aesthetical bug: Doors do not align properly when adjacent walls are Embrasures (Apparent when embrasures are up and down from the door possition). It's purely aesthetical... The door works properly so not a priority to loose too much time into, IMHO.

this is a known issue and is the result of the embrasures not being defined as impassable walls. Sadly it's hard-coded into the game so the only way to fix it would be to use a code injection. I honestly don't intend to fix it unless i can find a way to do so without a code Injection. The reason for this is because one of the mission statements for the mod(currently) is no code injections.

The work around for it is to simply use walls at sections where you place a door, ergo:
(emb)(wall)(Door)(wall)(emb)
Title: Re: [A-15c] Medieval Times (v. 1.32.A15c (Updated-9/15/2016))
Post by: oreganor on September 18, 2016, 05:11:48 AM
Quotethis is a known issue and is the result of the embrasures not being defined as impassable walls.

Thanks for the detailed answer... I suspected something like this as when I converted your embrasures to Impassable the already existing doors on the map "magically" turned ok. My initial reaction to your design change about embrasures was negative... So I edited your mod to make them back as in A14... But then I understood that they made melee heavy raids very easy to defeat as Vanilla AI doesn't know how to deal well with them (Because melee AI doesn't know how to avoid LOF when they charge in). It was during this "AI evaluations" when I actually realized the "visual bug"... Because just by chance at that moment all my "defensive bunkers" doors had entrances with embrasures left and right, so wasn't able to see it in action until I created more bunkers using Dev Tools.

The issue on why I have to put embrasures next to doors is because, back when they were Impassable, solid walls next to doors created "blindspots" precissely in the entry point Melee AI used to break in. Now that they just try to "squeeze through" I suppose that I can avoid this "visual disturbance" :) by using your advice.
Title: Re: [A-15c] Medieval Times (v. 1.32.A15c (Updated-9/15/2016))
Post by: Wishmaster on September 18, 2016, 07:31:07 AM
PLEASE upload the mod somewhere else than steam or that horrible website (nexusmod).
Title: Re: [A-15c] Medieval Times (v. 1.32.A15c (Updated-9/15/2016))
Post by: Vindar on September 19, 2016, 06:43:31 AM
 (v. 1.33.A15c)
- Added new weapon "One-Handed Mace"
- Various stat & description changes/tweaks.
- Removed changes to Weapons_Melee.XML

Weapons_Melee.XML was removed as the mod now has enough weapons in it that it no longer needs to piggyback off the core game items.

Stone quarry has been re-balanced as original version was OP. (It was uploaded quickly just to get it in the game & get some feedback.)

as always feedback on things like balance issues, game-play tweaks, graphical appearance, or bugs you encounter are premium wants by yours truly.

@Wishmaster
nope, I'm stubborn and bull headed, I refuse to make another account I don't need or want...
Well... Maybe when I go searching for a picture upload service, I'm gonna have to do that eventually when I decide I want to share the Rimworld story I'm working on...
Title: Re: [A-15c] Medieval Times (v. 1.33.A15c (Updated-9/19/2016))
Post by: Nommy on September 19, 2016, 07:37:02 AM
Can you make it a forum post attachment instead? I've got to admit I got pretty frustrated going though the signup for nexusmod too and it was just to DL this mod. Actually isn't it possible to make files in the steam workshop downloadable as well? Pretty sure I've seen download links to stuff there. IDK anything about it though.
Title: Re: [A-15c] Medieval Times (v. 1.33.A15c (Updated-9/19/2016))
Post by: gadjung on September 19, 2016, 08:58:16 AM
i recommend github for that.
easier to track changes also (both for You and gamers)
Title: Re: [A-15c] Medieval Times (v. 1.33.A15c (Updated-9/19/2016))
Post by: Maviaux on September 19, 2016, 10:17:49 AM
It takes like, three minutes at most to sign up to the Nexus and if you have it on Steam it's  one button.

Goodness.

That said, fantastic mod. Thank you for the continued support and updates.
Title: Re: [A-15c] Medieval Times (v. 1.33.A15c (Updated-9/19/2016))
Post by: yuu2319 on September 19, 2016, 01:13:03 PM
Thank you so much for creating this mod.
though it has been said in the #1 post that Medieval wont remove guns from vanilla, but traders can still sell guns and components, so anyhow for me to remove that or should i just don't buy guns from them?
As a medieval lover, great mod and thank you for your hard work on this free job.
Title: Re: [A-15c] Medieval Times (v. 1.33.A15c (Updated-9/19/2016))
Post by: Vindar on September 19, 2016, 03:56:35 PM
Quote from: yuu2319 on September 19, 2016, 01:13:03 PM
Thank you so much for creating this mod.
though it has been said in the #1 post that Medieval wont remove guns from vanilla, but traders can still sell guns and components, so anyhow for me to remove that or should i just don't buy guns from them?
As a medieval lover, great mod and thank you for your hard work on this free job.

Embrace the mixing of medieval and modern my young padawan, the story is so much better that way. Hell, the medieval societies description even mentions their stance on future tech:

"Humans who have lived on this world so long that they have devolved into tribal societies and than evolved into a medieval ones. While they are not ignorant of current technologies, they generally use medieval techs for its convenience and ease of use."

The mod's lore (or the way that i see it) is that medieval tech is easy to mass produce while modern techs require a great deal of effort and specialized production. As such when you get societies on a large scale in the boonies of a rim-world, they do what they can to support the majority of their population, but the population out-grows the production. (nothing to do but screw around) That means peasants get a dirt hovel with a stone hearth, lords get fancy air conditioners. It's why you see personal shields on knights but no one else, they can afford the tech, men at arms, sell-swords and peasants cant. It's also why I feel you can justify groups sending out wave after wave of attack squads that keep getting killed. Even if they don't succeed in taking your base, their death helps with their groups over-population issues. I might even put in a "sorcerer" unit that uses the charge rifle for ***** n' giggles.


P.S.
You can always go into the trader lists and modify what they do and don't sell

files that would sell guns are are:
Defs/TraderKindDefs/TraderKinds_Caravan_Outlander
Defs/TraderKindDefs/TraderKinds_Orbital_Misc

to any trade group weapon/armor/item that you dont want to be a higher tech, just add the line:

        <maxTechLevelGenerate>Neolithic</maxTechLevelGenerate>

(dont know if "Medieval" would work on this line)

an Example of this would be.

      <li Class="StockGenerator_WeaponsRanged">
        <countRange>
          <min>2</min>
          <max>4</max>
        </countRange>
      </li>

turns into to:

      <li Class="StockGenerator_WeaponsRanged">
        <maxTechLevelGenerate>Neolithic</maxTechLevelGenerate>
        <countRange>
          <min>2</min>
          <max>4</max>
        </countRange>
      </li>

their should be several changes that need to be made throughout the script, all the traders you need have an XML in the "Medieval Times" mod, so no need to route around in the core files. Make a backup of any files before you go editing them though, modding can be a pain sometimes.(one little thing could get screwed up and than you have to sit there for 5 hours trying to find the missing > or /, sometimes its easier to just start the alteration from the beginning in those situations)
Title: Re: [A-15c] Medieval Times (v. 1.33.A15c (Updated-9/19/2016))
Post by: Topper on September 19, 2016, 04:04:58 PM
Quote from: Maviaux on September 19, 2016, 10:17:49 AM
It takes like, three minutes at most to sign up to the Nexus and if you have it on Steam it's  one button.

It also takes 3 secs for someone to put up an alternative download. Some of us already have 1000 different forum registry and dont need another one to keep track of jsut to download a mod.

The creator being apparently unwilling or unable to do this after numerous requests from multiple people..could someone else who has a nexus account stick the file in a dropbox pls? No obligation to keep it updated.
Title: Re: [A-15c] Medieval Times (v. 1.33.A15c (Updated-9/19/2016))
Post by: Trigon on September 19, 2016, 04:08:45 PM
That's exactly how I interpret it as well. My current favorite start is a group of medieval folk packing up their muffalo and starting a new life elsewhere. But the crossbow man is still gonna pick up a rifle and at least have an idea how it works.

@Topper
As for taking the download from Nexus I'm going to say no. If the mod maker wants to have it available on Nexus that's their choice. Snagging it and providing an alternative download is against the license of most mods as well, and regardless of that I find it disrespectful to any mod authors who don't provide express permission to do as such.
Title: Re: [A-15c] Medieval Times (v. 1.33.A15c (Updated-9/19/2016))
Post by: Topper on September 19, 2016, 04:15:07 PM
Quote from: Trigon on September 19, 2016, 04:08:45 PM
That's exactly how I interpret it as well. My current favorite start is a group of medieval folk packing up their muffalo and starting a new life elsewhere. But the crossbow man is still gonna pick up a rifle and at least have an idea how it works.

@Topper
As for taking the download from Nexus I'm going to say no. If the mod maker wants to have it available on Nexus that's their choice. Snagging it and providing an alternative download is against the license of most mods as well, and regardless of that I find it disrespectful to any mod authors who don't provide express permission to do as such.

lawyers..its why we cant have nice things. tiny minor mod for video game remember? If you and Vindar want to be rocks in the river, high above the water in your self importance, the river will go around you and make "pull the stick out" jokes as its passes.  Internet :)
Title: Re: [A-15c] Medieval Times (v. 1.33.A15c (Updated-9/19/2016))
Post by: Vindar on September 19, 2016, 09:13:24 PM
*sigh*.....  I don't think i know how to respond to this level of stupid...

Theirs an old addage that goes "Never bite the hand that feeds".

I'll point to that and drop the subject, no need for this particular topic to go any further.

also let's not feed any trolls, their big, ugly, and rarely shut up. Just ignore em and hope they go away, please and thank you.
Title: Re: [A-15c] Medieval Times (v. 1.33.A15c (Updated-9/19/2016))
Post by: Topper on September 20, 2016, 04:44:43 AM
Quote from: Vindar on September 19, 2016, 09:13:24 PM
*sigh*.....  I don't think i know how to respond to this level of stupid...

Theirs an old addage that goes "Never bite the hand that feeds".

I'll point to that and drop the subject, no need for this particular topic to go any further.

also let's not feed any trolls, their big, ugly, and rarely shut up. Just ignore em and hope they go away, please and thank you.

"big ugly stupid troll" very mature.

You are not the hand that feeds you are the hand that withholds the food which is why people are complaining about being inconvenienced. Since most people can just download it from steam and toss that mod folder into the nonsteam version your not really doing anything other than punishing non steam users who dont want to join your DRM club. That you wont allow someone to post a dropbox link to that same steam version here is just being petty.
Title: Re: [A-15c] Medieval Times (v. 1.33.A15c (Updated-9/19/2016))
Post by: gadjung on September 20, 2016, 08:02:13 AM
Quote from: Topper on September 20, 2016, 04:44:43 AM
Quote from: Vindar on September 19, 2016, 09:13:24 PM
*sigh*.....  I don't think i know how to respond to this level of stupid...

Theirs an old addage that goes "Never bite the hand that feeds".

I'll point to that and drop the subject, no need for this particular topic to go any further.

also let's not feed any trolls, their big, ugly, and rarely shut up. Just ignore em and hope they go away, please and thank you.

"big ugly stupid troll" very mature.

You are not the hand that feeds you are the hand that withholds the food which is why people are complaining about being inconvenienced. Since most people can just download it from steam and toss that mod folder into the nonsteam version your not really doing anything other than punishing non steam users who dont want to join your DRM club. That you wont allow someone to post a dropbox link to that same steam version here is just being petty.

Don't want to use steam version/nexus download - don't use it.
Creating nexus account and remembering password is not that hard.
Grow up and dont cry that 'someone witholds the food', since You're just too lazy to pick it up.

On the on-topic note - can we expect some more medieval furniture ?
And can it be possible to implement medieval raids doing sieging (balistas and catapults)
Title: Re: [A-15c] Medieval Times (v. 1.33.A15c (Updated-9/19/2016))
Post by: Vindar on September 20, 2016, 08:34:23 AM
Quote from: gadjung on September 20, 2016, 08:02:13 AM

On the on-topic note - can we expect some more medieval furniture ?
And can it be possible to implement medieval raids doing sieging (balistas and catapults)

unlikely on the furniture, I don't want the mod to feel cluttered (which it already is). Unless the furniture adds something new/necessary I probably wont add it unless I get in one of those whimsical moods like I did with the Tynan statue or random number god shrine.

Actually now that i think of it, i can deal with the clutter by attaching all the furniture to a workbench....

you might actually see furniture in the future now, lmao...

on sieges I need to go back and retest, originally they were ruled out as it influenced outlander/raider sieges, that might have changed with the A14 update, been busy, so haven't gone back and checked. I'll put checking it in the column for stuff to do this week. & give an update here when I can.

Title: Re: [A-15c] Medieval Times (v. 1.33.A15c (Updated-9/19/2016))
Post by: Moo on September 20, 2016, 04:52:03 PM
Hey yuu2319 (and anyone else) if you want a Medieval-only experience (no guns) I strongly recommend using Rimworld: Medieval Edition (http://steamcommunity.com/sharedfiles/filedetails/?id=754010247) along with this mod! they play together perfectly.
Title: Re: [A-15c] Medieval Times (v. 1.33.A15c (Updated-9/19/2016))
Post by: DoomAngelBlade on September 22, 2016, 03:32:08 AM
Who the hell buys recurved bows, crossbows and arbalests? I have tons of them at 66-100% from enemies and noone buys them!
Title: Re: [A-15c] Medieval Times (v. 1.33.A15c (Updated-9/19/2016))
Post by: Trigon on September 22, 2016, 04:31:43 PM
I find that anyone who buys weapons typically buys them, when I start in really dense forests I can make decent starting cash of shortbows and the shoddy medieval equipment warband a leave me with.
Title: Re: [A-15c] Medieval Times (v. 1.33.A15c (Updated-9/19/2016))
Post by: poolday on September 23, 2016, 01:17:03 AM
Hi! First of all great mod! Thank you for working on it, it is very fun to play.
I have a question: can you make it so there can be no electrical items, firearms, modern medicine? so it can be played medieval all the way and all the time.
Thank you again for working on the mod!
Title: Re: [A-15c] Medieval Times (v. 1.33.A15c (Updated-9/19/2016))
Post by: sulusdacor on September 23, 2016, 03:28:50 AM
there is a mod called rimworld medieval edition on steam, not sure if it is on the forums. it removes all guns, changes some event texts to reflect the medieval theme. can't remeber if it removes the higher medicine, don't think i have seen any in my playthrough with these mods, but didn't really mind myself. as for the items just make your own scenario and disable all electric stuff there. can disable buildings added by mods too, so you won't have any problem there ;)

@Vindar: thx for making this mod. i had a lot of fun playing it. only thing a bit annoying was the load time of the raids. and later on in the game its quite hard to get steel for higher tier weapons and armor to forge, since you can't call traders and there is no mine or such to supply the colony.
Title: Re: [A-15c] Medieval Times (v. 1.33.A15c (Updated-9/19/2016))
Post by: DoomAngelBlade on September 23, 2016, 04:18:19 PM
Okay.

So I called ALOT of them traders to my area. NONE of them bought RECURVED BOWS.
Title: Re: [A-15c] Medieval Times (v. 1.33.A15c (Updated-9/19/2016))
Post by: Robnada on September 23, 2016, 06:39:34 PM
Is it possible to remove the pirate tribe at all? (and possibly outlander if they have guns as well).

I've read your main post regarding content issues, but removing pirate & outlander would drop factions to 4, rather than 6. That's still enough factions to interact without majorly impacting content.

Getting attacked by smgs/grenades when defending parapets with swords/bows is very frustrating & immersion ruining. You're only option seems to be blindly rush your melee units over your walls or trading unevenly with bows.

I have no idea about coding, but this seems such a simple fix and would resolve one of my major frustrations.

Other than that, fantastic job with the mod. Loving it so far, adds a very interesting aspect to the game that, in my opinion, actually trumps vanilla. Great to see you actively developing/responding to feedback, this mod has renewed my interest in Rimworld!

Title: Re: [A-15c] Medieval Times (v. 1.33.A15c (Updated-9/19/2016))
Post by: Bad_BROI on September 23, 2016, 11:07:56 PM
Quote from: gadjung on September 19, 2016, 08:58:16 AM
i recommend github for that.
easier to track changes also (both for You and gamers)
Title: Re: [A-15c] Medieval Times (v. 1.33.A15c (Updated-9/19/2016))
Post by: ReconCrow on September 25, 2016, 01:18:48 AM
I play the game and notice if I replace all colonist legs with bionic legs, I can't wear boots anymore, is this intention or bug ?
Title: Re: [A-15c] Medieval Times (v. 1.33.A15c (Updated-9/19/2016))
Post by: iceteazz on September 28, 2016, 05:28:53 AM
 _ Can i got a lite version ? i just want one head armor, one plate for armor slots. For weapon i just want a hammer, mace and axe ( we already got spear, longsword, gladius, knife ingame ) and a crossbow ( we already got bow, great bow ) About building i just want a balista. And adding a medieval faction is a very good idea actually, that's it. Other stuff for my case, are just too much complicated and duplicate the original feature.
Title: Re: [A-15c] Medieval Times (v. 1.33.A15c (Updated-9/19/2016))
Post by: Fluffe on October 01, 2016, 10:37:54 PM
I would like to report what I think is a bug? it seems medieval retainers can drop down from drop pods learned after a rescue person event lol is this intentional?
Title: Re: [A-15c] Medieval Times (v. 1.33.A15c (Updated-9/19/2016))
Post by: kaptain_kavern on October 16, 2016, 03:55:11 AM
I made a little mod that disable guns and grenades + mechanoid raids for a request I saw on Reddit (https://www.reddit.com/r/RimWorld/comments/57hmq0/mod_to_disable_grenades/d8s3yqq).

Maybe it can interest "Medieval Times" users ?

If yes I can see about polishing it a bit, again if it's OK with Vindar and useful to some ;)

https://github.com/kaptain-kavern/Gun-Tech-Removal (Click on the "release" tab for the download link)
Title: Re: [A-15c] Medieval Times (v. 1.33.A15c (Updated-9/19/2016))
Post by: Vindar on October 18, 2016, 09:32:28 PM
Quote from: kaptain_kavern on October 16, 2016, 03:55:11 AM
I made a little mod that disable guns and grenades + mechanoid raids for a request I saw on Reddit (https://www.reddit.com/r/RimWorld/comments/57hmq0/mod_to_disable_grenades/d8s3yqq).

Maybe it can interest "Medieval Times" users ?

If yes I can see about polishing it a bit, again if it's OK with Vindar and useful to some ;)

https://github.com/kaptain-kavern/Gun-Tech-Removal (Click on the "release" tab for the download link)

feel free to make any add on mods, compatibility patches or mods to go with medieval times, so long as the content of medieval times isn't included in the download (ergo they are still separate downloads)
Title: Re: [A-15c] Medieval Times (v. 1.33.A15c (Updated-9/19/2016))
Post by: kaptain_kavern on October 18, 2016, 11:56:44 PM
Thanks for the clarification  ;)

Even though I've never used your mod in-game yet, I saw it add a lot of contents while browsing the code quickly (and textures folder - it's an habit now). And I have to say : Great work  8) 
Lots of features but everything looks well thought out regarding balancing (another thing I'm a bit obsessed with)
Title: Re: [A-15c] Medieval Times (v. 1.33.A15c (Updated-9/19/2016))
Post by: Dezan on October 26, 2016, 06:00:44 AM
Quote from: kaptain_kavern on October 16, 2016, 03:55:11 AM
I made a little mod that disable guns and grenades + mechanoid raids for a request I saw on Reddit (https://www.reddit.com/r/RimWorld/comments/57hmq0/mod_to_disable_grenades/d8s3yqq).

Maybe it can interest "Medieval Times" users ?

If yes I can see about polishing it a bit, again if it's OK with Vindar and useful to some ;)

https://github.com/kaptain-kavern/Gun-Tech-Removal (Click on the "release" tab for the download link)

Tried your mod to go with medieval times, was going great until a few hours into the game. Pirates started showing up with Launcers, Rail Guns, and shotguns. No grenades or other weird stuff, though.
Title: Re: [A-15c] Medieval Times (v. 1.33.A15c (Updated-9/19/2016))
Post by: kaptain_kavern on October 26, 2016, 07:35:18 AM
Quote from: Dezan on October 26, 2016, 06:00:44 AM
Tried your mod to go with medieval times, was going great until a few hours into the game. Pirates started showing up with Launcers, Rail Guns, and shotguns. No grenades or other weird stuff, though.

Hi Dezan, thx for the feedback.
I've just reported the error in the issue tracker (here (https://github.com/kaptain-kavern/Gun-Tech-Removal/issues/3) - trying to not pollute this thread with my stuff, sorry) and already found a missing xml tag. Will correct this.

Thx again
Title: Re: [A-15c] Medieval Times (v. 1.33.A15c (Updated-9/19/2016))
Post by: jmababa on October 28, 2016, 05:52:47 AM
could you separate the fence as fence mod it's the best fence ever so others can use it too without getting the whole mod pack
Title: Re: [A-15c] Medieval Times (v. 1.33.A15c (Updated-9/19/2016))
Post by: Vindar on November 01, 2016, 02:48:31 PM
Quote from: ReconCrow on September 25, 2016, 01:18:48 AM
I play the game and notice if I replace all colonist legs with bionic legs, I can't wear boots anymore, is this intention or bug ?

wasn't intended though it sounds like it's gonna be a serious pain to fix so for now i'mma pretend that its a feature.


Quote from: Fluffe on October 01, 2016, 10:37:54 PM
I would like to report what I think is a bug? it seems medieval retainers can drop down from drop pods learned after a rescue person event lol is this intentional?

I'm assuming that in order to fix that i would have to use an code injection to modify the event/quest thingy. I'll look to see if their is a quick fix, but i doubt it. Aside from that lore wise the medieval factions are technological / do have outlander style techs. just not in great quantities so it's nobles own only. would make sense that a prisoner of war would get the noble treatment when his ransom was paid(if that helps your RP :P)


Quote from: jmababa on October 28, 2016, 05:52:47 AM
could you separate the fence as fence mod it's the best fence ever so others can use it too without getting the whole mod pack

For now it's one mod, will consider other stuff once mod is done / has reached Rimworlds launch.

===================================

P.S.
remember best place to reach me is steam.

Post from steam:

"for thouse who may be interested :

(an upclose of a new sword, plus what it'll look like in the file)
http://steamcommunity.com/sharedfiles/filedetails/?id=791610132

also an update.

changing the item spawn amount (including gloves and boots) does have a significant difference in load times.

at the 8k mark old setup would take 41 secs on my comp. removing gloves boots, ect brings it down to about 15 secs.

Because of that i will be limiting what the spawn items are in the next patch & future ones. Note: the medieval guys will still look pretty much the same. & gloves, boots, ect will still be able to be created for your characters via the forge. (just enemies wont spawn with them.)"

Title: Re: [A-15c] Medieval Times (v. 1.33.A15c (Updated-9/19/2016))
Post by: Cmoa666 on November 01, 2016, 07:17:38 PM
Quote from: ReconCrow on September 25, 2016, 01:18:48 AM
I play the game and notice if I replace all colonist legs with bionic legs, I can't wear boots anymore, is this intention or bug ?

It's a bug from the core game, due to how are handed the bionic/parts of the bodie of pawn .In fact, only your bionic legs are now present on your pawn, but not their foots, that are sub-part of legs, so no sockets or boots. It is the same if you remplace their arms (no gloves).
Title: Re: [A-15c] Medieval Times (v. 1.33.A15c (Updated-9/19/2016))
Post by: Pink Omega on November 02, 2016, 03:40:30 PM
Is there any way to craft Winter cloaks?
Title: Re: [A-15c] Medieval Times (v. 1.33.A15c (Updated-9/19/2016))
Post by: jmababa on November 04, 2016, 01:39:01 AM
Quote from: Pink Omega on November 02, 2016, 03:40:30 PM
Is there any way to craft Winter cloaks?

reaserch it I can craft it its part of a faction amour.
Title: Re: [A-15c] Medieval Times (v. 1.33.A15c (Updated-9/19/2016))
Post by: Vindar on November 10, 2016, 01:17:52 PM
Taken From Steam:
Personal Update (Part 1):
so yah, yesterday my computer had "issues" and the only way to fix it was a factory reset. what that means is that everything that was on my hard-drive got wiped. (which is depressing) using recuva to try and reclaim some of the files but it's not looking good, some of the specific ones i was looking for i've already comfirmed i wont be able to get back. (my poor beautiful kenshi mods)

I did keep a cache of updates to Medieval Times on a seperate harddrive, however it's not the latest version which means that some of the more recent work is in all likelyhood gonna be gone. (along with any hi-res textures and workspaces i had)

Cant seem to get the sendowl download to work for my rimworld mod testing, but it seems like the steam version is working.

I'm going to get the latest update i got, fix any issues i remember with it and push that out hopefully today (in case things get worse on this end)

keep in mind the next update wont be particularly good, will have the spawn item cut as discussed before, some tweaks and 2 new items but thats it at this point.


-------------------------------------------------------------------------

Updated to (v. 1.36.A15c)
- Removed several spawn tags on items.
- Added new weapon "Spatha Sword".
- Changed graphic on "Arming Sword", used old arming sword graphic for "Spatha Sword".
- Added new item "Personal Computer".
- Removed changes to SpawnPawnDefs.
- Various minor Tweaks.
Title: Re: [A-15c] Medieval Times (v. 1.36.A15c (Updated-11/10/2016))
Post by: kcirdor on November 10, 2016, 05:34:14 PM
What does this mean? Does this mean that some assets will be missing from the mod's previous version with the update today?  Or you just lost some of the work you put in on your upcoming update?  Sorry for your loss man.
Title: Re: [A-15c] Medieval Times (v. 1.36.A15c (Updated-11/10/2016))
Post by: Vindar on November 10, 2016, 07:13:03 PM
Quote from: kcirdor on November 10, 2016, 05:34:14 PM
What does this mean? Does this mean that some assets will be missing from the mod's previous version with the update today?  Or you just lost some of the work you put in on your upcoming update?  Sorry for your loss man.

lost some of the work. & it's gonna take a while to fix stuff. (so i can do more work)

aside from that i did cut some of the spawn items for an unrelated reason (to help fix the serious lag issues) so gloves and boots/socks wont spawn on enemies, but can still be crafted for your characters.
Title: Re: [A-15c] Medieval Times (v. 1.36.A15c (Updated-11/10/2016))
Post by: jmababa on November 11, 2016, 06:22:55 PM
Nice thankz for new update gonna use this once my latest colony dies of something or we get to launch
Title: Re: [A-15c] Medieval Times (v. 1.37.A15c (Updated-11/15/2016))
Post by: Vindar on November 15, 2016, 05:26:25 PM
Updated to (v. 1.37.A15c)
- Switched "Stone Hearth" to temperature tab, buffed beauty and changed discription
- "Fixed" Boomalope issue.
- Added new armour "Full Wooden Plate".
- Added caped versions of Steel Full Plate armour
- Added new helmet "Death Mask"
- Added new Weapon "Flanged Mace"
- Modified "One-handed Mace" to tier 2 status.
- Fixed Personal Computer bug where it was accessable via Joy construction Tab. (Can still be bought from traders)


----------------------------


As always let me know if you find any bugs/issues.
Title: Re: [A-15c] Medieval Times (v. 1.38.A15c (Updated-11/16/2016))
Post by: Vindar on November 16, 2016, 10:08:39 PM
(v. 1.38.A15c)
- "Fixed" personal computer being free to build, again.
- Added new armour. "Royal Plate Armour"
Title: Re: [A-15c] Medieval Times (v. 1.38.A15c (Updated-11/16/2016))
Post by: Hydromancerx on November 18, 2016, 07:31:35 AM
Will you be added Chainmail to the mod? I noticed that the outdated Stone to Steel mod had chainmail.  wondered if you were going to use it or even make your own.

Likewise what about the Rugged medieval assets (https://ludeon.com/forums/index.php?topic=27380.0). Do you plan to add those to the mod as well?
Title: Re: [A-15c] Medieval Times (v. 1.38.A15c (Updated-11/16/2016))
Post by: Vindar on November 18, 2016, 02:13:19 PM
On chainmail, when i eventually get around to it, making "new" armor takes a bit of time, right now I'm working on getting royal guard armour done, than it's kingly armour/clothes, (once thouse are done i can seriously consider implementing sieges) after that ill prolly try a teir 3 chainmail type.

as far as steel goes i think balence wise it's best to leave it a rare resource. make stone cups and trade em for steel, thats the intention. (i still need to rework the tradegoods/trading caravans)

as far as "Rugged medieval assets" goes, seems he is looking to do his own thing, which is a good thing. mods are rarely inherently incompatible, so it just means more medieval goodness for all. I do have to say though, some of thouse textures look really good. ^^b
Title: Re: [A-15c] Medieval Times (v. 1.38.A15c (Updated-11/16/2016))
Post by: Canute on November 18, 2016, 03:30:42 PM
Hi, this is a real nice mod, you put much work into it.
To bad it isn't a total conversion yet. You should create a scenario with all the disabled buildings/events that didn't fit into the style.
And maybe you can add some kind of RimMagic, the autor stoped the work, dang i just notice he even delete the threat.

But the main reason i want to suggest, You allready made subcategories for the appeareals, but the problem are there are still things at the same categorie you can wear together like pants,t-shirt/tunic, duster.
Maybe you can rearange them like at prepare carefully, at this way you can see easyer what can be combined.
Title: Re: [A-15c] Medieval Times (v. 1.38.A15c (Updated-11/16/2016))
Post by: Serenity on December 04, 2016, 12:04:17 PM
Quote from: Canute on November 18, 2016, 03:30:42 PM
To bad it isn't a total conversion yet. You should create a scenario with all the disabled buildings/events that didn't fit into the style.
Check out "Rimworld: Medieval Edition". Works together with this
Title: Re: [A-15c] Medieval Times (v. 1.38.A15c (Updated-11/16/2016))
Post by: joaonunes on December 19, 2016, 03:26:59 PM
Ohh, I mistaken this mod for "Rimworld: Medieval Edition" :P This mod doe snot remove anything from the game as the other mod does, yaaayyy!!! :D

On the screenshots though it feels kinda stupid to see medieval soldiers with personal shields :( Have they been removed since the screenshot was taken or am I going to see shielded enemies?
I'm ok with that, but feels a bit off...

+1 vote for the addition of Rugged Medieval Assets (https://ludeon.com/forums/index.php?topic=27380.0) to this mod, when they are finished of course :D
Title: Re: [A-15c] Medieval Times (v. 1.38.A15c (Updated-11/16/2016))
Post by: Serenity on December 19, 2016, 03:49:54 PM
You can play both mods together. Then you have the features from Times without the modern stuff. Though I have seen some traders carrying some weapons in ME. Not sure what's up with that. Can be ignored though. So far all raids are strictly medieval.
Title: Re: [A-15c] Medieval Times (v. 1.38.A15c (Updated-11/16/2016))
Post by: Hydromancerx on December 20, 2016, 11:21:12 PM
Please update to alpha 16. I miss this mod. This mod is soo cool!
Title: Re: [A-16] Medieval Times (v. 1.49.A16 (Updated-12/21/2016))
Post by: Vindar on December 21, 2016, 08:35:20 PM
Updated to (v 1.49.A16)
- Updated to Alpha 16
- Reworked Various coding, Tweaks and Balence changes.
- Moved most Medieval Items under new "Medieval" Category with exceptions
to structures, security and the personal computer.
- Reworked the spawnlists for socities and warbands.
- New Icons for Medieval Factions
- Consolidated Arming Cap into one item/graphic
- Various Graphic updates/tweaks.
- Updated graphics for "Winter Cloak" and all Winter Cloak variations
- Updated Graphics for Wooden Plates, Temp Graphics for Full Wooden Plates.
- Added New Helmet "Wooden Helmet"
- Moved Shrines back to sculpting table
- Changed Graphic for "Encased Steel Guantlets"
- Changed Graphic for Blacksmith's Forges Tiers 1 & 3
- Added New Furniture "God King's Throne" Located in sculpting table
- Added New Armour "God King's Armour"
- Added New Helmet "God King's Mask"
- Finished Variations for "Royal Plate"
- Added New Helmet "Royal Mask"
- Added New Accessory "Royal Plated Boots"
- Added New Accessory "Royal Plated Guantlets"
- Added New Armour "Warlord's Armour"
- Added New Armour "Brigandine" & Variations
- Added New Accessory "Archer's Bracer"
- Added New Weapon "Blacksmith's Hammer"
- Added New Weapon "Meat Cleaver"
- Added New Weapon "Halberd"
- Added New Weapon "Battle Axe"
- Added New weapon "Medieval Grenade"
- Added New Tradegoods "Puzzleboxes"
- Added New Accessory "Winter Boots"
- Added New Hat "Winter Hat"
- Other stuff i most assurdly forgot I did.

----------------------------------------------------------

The balence on some stuff particuarly shooting times/delays is prolly off, too tired right this second to go over it with a fine tooth comb (i'll do that tommorow)

everything should work fine, but still let me know if you guys find any bugs or things that dont make sense.
Title: Re: [A-16] Medieval Times (v. 1.49.A16 (Updated-12/21/2016))
Post by: Trigon on December 21, 2016, 09:30:32 PM
Perfect timing. I'll be sure to let you know if I notice any issues tonight.
Title: Re: [A-16] Medieval Times (v. 1.50.A16 (Updated-12/22/2016))
Post by: Vindar on December 22, 2016, 03:55:11 AM
a major bug was discovered and fixed with version 1.50.A16

If you downloaded 1.49, please switch over to 1.50

Updated to (v. 1.50.A16)
- Added Colorable class to armours/helmets.
- Fixed Turrent "Ballista" infinate self-reference error.
Title: Re: [A-16] Medieval Times (v. 1.50.A16 (Updated-12/22/2016))
Post by: Zakhad on December 23, 2016, 05:46:51 AM
Got the auto update on steam workshop for this mod, and it literally broke my game as its no longer compatible with combat realism since that update. Either mod works fine separately but unable to work together now, they were working together fine yesterday.

Fresh output_log with just them 2 mods enabled.
http://pastebin.com/eTVzyxd8

I will mention this over at combat realism as well. Ah early alpha modding at its finest :)

Edit: Fixed it by changing the load order... I don't understand how I able to play with a bad load order prior to that update. (Referring to to 1.50 - I was on 1.49)


Title: Re: [A-16] Medieval Times (v. 1.49.A16 (Updated-12/21/2016))
Post by: joaonunes on December 23, 2016, 05:53:04 AM
Quote from: Vindar on December 21, 2016, 08:35:20 PM
...
- Added New Weapon "Halberd"
...

Awwwhhh maaannn :( why do you force me to get A16?
Title: Re: [A-16] Medieval Times (v. 1.50.A16 (Updated-12/22/2016))
Post by: Hassist on December 23, 2016, 02:16:10 PM
What's with some type of shields that you can use beside the one-handed weapons?
wooden/leather, reinforced round shield and buckler or so.
They don't need high stats and should easily break for a good balance imo.

btw would it be possible that pikes/maces/hammer make more dmg against equipment.

THX for this awesome mod  ;D
Title: Re: [A-16] Medieval Times (v. 1.50.A16 (Updated-12/22/2016))
Post by: Vindar on December 24, 2016, 06:13:48 PM
Quote from: Hassist on December 23, 2016, 02:16:10 PM
What's with some type of shields that you can use beside the one-handed weapons?
wooden/leather, reinforced round shield and buckler or so.
They don't need high stats and should easily break for a good balance imo.

btw would it be possible that pikes/maces/hammer make more dmg against equipment.

THX for this awesome mod  ;D

no idea what the first part of that question is about, I added the lines that are supposedly necessary for compatibility with Medieval shields, however, no shields were added in this mod.

for second part, I've already decreased the protection Armour provides to blunt weapons a long time ago so if you use weapons like war-hammers you should notice them being super effective against heavily armoured opponents, while things like Axes and swords are far more effective against unarmoured opponents.


=========================

Updated to (v. 1.51.A16)
- Fixed build time bug
- Adjusted shooting time on medieval defenses

=====================

Updated to (v. 1.52.A16)
-Fixed Food-Prep Station Bug
-Added New Accessory "Wooden Boots"
-Added New Accessory "Wooden Gloves" (Placeholder Graphics/Name)
Title: Re: [A-16] Medieval Times (v. 1.52.A16 (Updated-12/25/2016))
Post by: Goosedown on December 25, 2016, 01:00:23 PM
I suspect that it might be something on my end if no one else has mentioned it, but i've been seeing an odd issue where 100% of the tribals that are raiding me are wearing warlord's plate. While this makes for some lovely loot i'm terrified of what'll happen when the raids get bigger and i'm dealing with dozens of heavily armored club swinging tribals...
Edit: Same goes with medieval factions, everyone has warlord's plate...
Title: Re: [A-16] Medieval Times (v. 1.52.A16 (Updated-12/25/2016))
Post by: Vindar on December 25, 2016, 06:52:17 PM
Quote from: Goosedown on December 25, 2016, 01:00:23 PM
I suspect that it might be something on my end if no one else has mentioned it, but i've been seeing an odd issue where 100% of the tribals that are raiding me are wearing warlord's plate. While this makes for some lovely loot i'm terrified of what'll happen when the raids get bigger and i'm dealing with dozens of heavily armored club swinging tribals...
Edit: Same goes with medieval factions, everyone has warlord's plate...

hmmm... that might be a temperature thing where it equips the plate auto cause they need colder weather gear.

I'll look into it, if it's the case you can expect a patch to fix it.

thanks for the feedback, any i get is always a big help
Title: Re: [A-16] Medieval Times (v. 1.52.A16 (Updated-12/25/2016))
Post by: nununu125 on December 26, 2016, 12:29:15 AM
I have had a same problem.
About 80% of pawns from Tribes, Pirates and Outlanders wore Warlord's Armor.
(The difference Goosedown's situation and me is in my gameplay pawns from medieval factions wore variety of armors/clothing)

So I moved "Medieval Times" mod to last place in load order and problem solved.
As far as I confirmed, only a leader of Medieval Warband is wearing Warlord's Armor.

I checked this by forming a caravan at day one and "send them instantly" to the nearby tribal colony by using dev mode, to observe pawns living there.
I forgot which biome there colony was, how cold temperature was.
So I'm not sure this is a permanent solution (pawns with Warlord's Armor may appear in harsh winter), though I hope this might help you in any way.
Title: Re: [A-16] Medieval Times (v. 1.50.A16 (Updated-12/22/2016))
Post by: Hassist on December 26, 2016, 09:05:12 AM
Quote from: Vindar on December 24, 2016, 06:13:48 PM
no idea what the first part of that question is about, I added the lines that are supposedly necessary for compatibility with Medieval shields, however, no shields were added in this mod.

for second part, I've already decreased the protection Armour provides to blunt weapons a long time ago so if you use weapons like war-hammers you should notice them being super effective against heavily armoured opponents, while things like Axes and swords are far more effective against unarmoured opponents
yeah I was asking if you could add medieval shields, which would go together with some one-handed weapons (like the tactical shield from "High Caliber")

And I know that the armour values against blunt weapon dmg are lower. I meant if it would be possible to code it in such a way, that blunt weapons would do more dmg against the equipment HP.
Through this armour/weapons/shields would break more often in combat.

In hindside, that would be too much of a hassle and fuck up your balance. :-\
Title: Re: [A-16] Medieval Times (v. 1.53.A16 (Updated-12/26/2016))
Post by: Vindar on December 26, 2016, 03:45:21 PM
(v. 1.53.A16)
- Adjusted Item spawn table to avoid cold weather issues.
- Added new weapon "Bandit's Hammer"
Title: Re: [A-16] Medieval Times (v. 1.53.A16 (Updated-12/26/2016))
Post by: Trigon on December 26, 2016, 05:50:31 PM
My word Vindar you are prolific.
Title: Re: [A-16] Medieval Times (v. 1.53.A16 (Updated-12/26/2016))
Post by: Goosedown on December 27, 2016, 12:25:27 AM
Holy crap you're quick with the fixes. Massively appreciated!
Title: Re: [A-16] Medieval Times (v. 1.53.A16 (Updated-12/26/2016))
Post by: Beathrus on December 27, 2016, 11:59:18 PM
Mr. Vidar I am not sure if its intended or not; but every time I attempt to put on 'Winter Boots' on my character who has bionic legs, it says "Cannot wear cloth Winter Boots (good) (Missing body parts).
Title: Re: [A-16] Medieval Times (v. 1.53.A16 (Updated-12/26/2016))
Post by: Trigon on December 28, 2016, 12:24:51 AM
Quote from: Beathrus on December 27, 2016, 11:59:18 PM
Mr. Vidar I am not sure if its intended or not; but every time I attempt to put on 'Winter Boots' on my character who has bionic legs, it says "Cannot wear cloth Winter Boots (good) (Missing body parts).
Thats less an issue with Vindar's mod and more with how bionic body parts work. For whatever reason a bionic leg has no "foot" if you look at hit chances and such you'll note that bionic legs remove the leg and the foot by extension. But it does not add a bionic foot. If you debug and look at hit chances you can see this discrepancy, but at least no one can shoot your toes off.
Title: Re: [A-16] Medieval Times (v. 1.53.A16 (Updated-12/26/2016))
Post by: Beathrus on December 28, 2016, 01:09:43 AM
Quote from: Trigon on December 28, 2016, 12:24:51 AM
Quote from: Beathrus on December 27, 2016, 11:59:18 PM
Mr. Vidar I am not sure if its intended or not; but every time I attempt to put on 'Winter Boots' on my character who has bionic legs, it says "Cannot wear cloth Winter Boots (good) (Missing body parts).
Thats less an issue with Vindar's mod and more with how bionic body parts work. For whatever reason a bionic leg has no "foot" if you look at hit chances and such you'll note that bionic legs remove the leg and the foot by extension. But it does not add a bionic foot. If you debug and look at hit chances you can see this discrepancy, but at least no one can shoot your toes off.

Ah, Okay. Thank you for the info!
Title: Re: [A-16] Medieval Times (v. 1.53.A16 (Updated-12/26/2016))
Post by: OmG_PotatoeZ on December 28, 2016, 09:39:58 AM
Can't download the file. "You must be a member to download anything more than 2 MB (I am a member and am logged in.) Reported this before and asked for a different link but OP didn't help at all.
Title: Re: [A-16] Medieval Times (v. 1.53.A16 (Updated-12/26/2016))
Post by: OmG_PotatoeZ on December 28, 2016, 09:45:26 AM
Quote from: OmG_PotatoeZ on December 28, 2016, 09:39:58 AM
Can't download the file. "You must be a member to download anything more than 2 MB (I am a member and am logged in.) Reported this before and asked for a different link but OP didn't help at all.

[attachment deleted by admin due to age]
Title: Re: [A-16] Medieval Times (v. 1.53.A16 (Updated-12/26/2016))
Post by: Beathrus on December 28, 2016, 11:03:30 AM
Quote from: OmG_PotatoeZ on December 28, 2016, 09:45:26 AM
Quote from: OmG_PotatoeZ on December 28, 2016, 09:39:58 AM
Can't download the file. "You must be a member to download anything more than 2 MB (I am a member and am logged in.) Reported this before and asked for a different link but OP didn't help at all.

I'd try 'download manually' here is direct link.

http://www.nexusmods.com/rimworld/download/1197/?
Title: Re: [A-16] Medieval Times (v. 1.53.A16 (Updated-12/26/2016))
Post by: OmG_PotatoeZ on December 29, 2016, 08:08:06 AM
Ik, that's what I was choosing. I googled it a few hours later and was told to try Mozilla so I did and it worked. Sorry to OP for sounding like I was blaming him if I did, love the mod :)
Title: Re: [A-16] Medieval Times (v. 1.53.A16 (Updated-12/26/2016))
Post by: conajofa on December 30, 2016, 07:30:25 AM
I LOVE THIS MOD

Is the first mod i play of "adding things and change the game", and i love the sensation of progression with mi tribe.

Do you believe in a union with Glittertech and GHXX Tech Advance for a overhaul of evolution of technology?

With Medieval Times is a long time advance the Tech Level, and is amazing sensation of progression.
Title: Re: [A-16] Medieval Times (v. 1.53.A16 (Updated-12/26/2016))
Post by: Goosedown on January 01, 2017, 01:44:50 PM
The Wehrmacht mod and Medieval times interact interestingly, as I had a group of medieval retainers setup for a siege and build 2cm flak cannons(I feel lucky they were behind a mountain...). I'm not sure if its intentional that other mod's siege(ish) weapons can be used, but just a heads up that it happened.
Title: Re: [A-16] Medieval Times (v. 1.53.A16 (Updated-12/26/2016))
Post by: Vindar on January 02, 2017, 03:10:53 PM
Quote from: Goosedown on January 01, 2017, 01:44:50 PM
The Wehrmacht mod and Medieval times interact interestingly, as I had a group of medieval retainers setup for a siege and build 2cm flak cannons(I feel lucky they were behind a mountain...). I'm not sure if its intentional that other mod's siege(ish) weapons can be used, but just a heads up that it happened.

Theirs no way to avoid it short of adding in a custom siege type, that's why I didn't have sieges in for the longest time, however, recently i decided screw it and threw them in anyways (or at least the basic coding for em)

Title: Re: [A-16] Medieval Times (v. 1.53.A16 (Updated-12/26/2016))
Post by: Goosedown on January 02, 2017, 07:01:35 PM
I can only imagine how complicated adding in a new siege type event would be. Their sieges seem to work just fine and its not that weird considering that if a medieval group got their hands on some heavy weapons I would imagine they'd probably be all kinds of excited to use it in a siege. Just like my folks end up mixing shoddy guns and arbalests. :P
Title: Re: [A-16] Medieval Times (v. 1.53.A16 (Updated-12/26/2016))
Post by: Adoelrome on January 03, 2017, 05:46:04 PM
Guuys, i did a strange thing. maybe u can help me, please)

matter is that i can not smelt weapons in blacksmith's smelter, but only steel weapons.
i mean, here s no problem with plasteel knife for example - all is fine.
but if i try to smelt something steel - i see only "need materials".
my stores have overwhelmed with steel weapons))
and i absolutely can not find where i could prohibit this material x.x
Title: Re: [A-16] Medieval Times (v. 1.53.A16 (Updated-12/26/2016))
Post by: Vindar on January 03, 2017, 09:10:03 PM
Quote from: Adoelrome on January 03, 2017, 05:46:04 PM
Guuys, i did a strange thing. maybe u can help me, please)

matter is that i can not smelt weapons in blacksmith's smelter, but only steel weapons.
i mean, here s no problem with plasteel knife for example - all is fine.
but if i try to smelt something steel - i see only "need materials".
my stores have overwhelmed with steel weapons))
and i absolutely can not find where i could prohibit this material x.x

I'm guessing that was the issue brought up in the bug forum earlier,(coding on smelting changed) sorry the patch took so long, had offline stuff going on.

"Fixed" in new patch, you'll prolly have to re-enable the smelting list on your current saves, other than that it should work fine, Let me know if the patch fixes the issue, if not It's prolly something else i need to look into.

---------------------------------------------------------

Updated to (v. 1.54.A16)
- Tweaked graphics
- Fixed smelting issue.
Title: Re: [A-16] Medieval Times (v. 1.54.A16 (Updated-1/3/2016))
Post by: Adoelrome on January 04, 2017, 02:17:26 AM
oh, it was torture - merge mod again (am making merge about 105+ (tech map, workstations, etc.) mods and the number of edits is huge xD ).
but i found the difference, ofcourse it is the smeltable tag. thanks to u a lot.
and it is not about materials ofc))
if i was cleverer, i would correct it myself.
but i was pretty sure that the bug was brought by me, while merging. xD

another question, if i'm posting here)
why you haven't added something like 'atefinemeal' to your hearty stew?
i think ppl should be rewarded for their work. or, from an economic point of view, we r making more expensive production for little mood bonus (otherwise here s no sense and difference between weak and hearty stew)
Title: Re: [A-16] Medieval Times (v. 1.54.A16 (Updated-1/3/2016))
Post by: ArthoriusBalen on January 04, 2017, 04:33:15 PM
Now that a compatibility patch is being made for CR with LewisDTC's Weapon Expansions, I wonder if anyone would not be willing to do one this too!  ;D
Title: Re: [A-16] Medieval Times (v. 1.54.A16 (Updated-1/3/2016))
Post by: Adalah217 on January 06, 2017, 04:20:41 PM
Quote from: ArthoriusBalen on January 04, 2017, 04:33:15 PM
Now that a compatibility patch is being made for CR with LewisDTC's Weapon Expansions, I wonder if anyone would not be willing to do one this too!  ;D

That's the goal! :)

I will attempt to make one for this mod, but no guarantees. It will likely taken a minimum of a few weeks to make ammo and properly balance this mod. I'm a bit busy with LewisDTC's compatibility patch first anyways.
Title: Re: [A-16] Medieval Times (v. 1.54.A16 (Updated-1/3/2016))
Post by: Hydromancerx on January 06, 2017, 05:54:07 PM
Now that we can raid AI bases maybe you should add some siege weapons like battering rams or siege towers! Or maybe a trebuchet!!

(https://en.wiki.tribalwars2.com/images/e/eb/Trebuchet_big.png)
Title: Re: [A-16] Medieval Times (v. 1.54.A16 (Updated-1/3/2016))
Post by: Trigon on January 06, 2017, 11:16:09 PM
Wait isn't there already a catapult of sorts?
Title: Re: [A-16] Medieval Times (v. 1.54.A16 (Updated-1/3/2016))
Post by: Hydromancerx on January 06, 2017, 11:30:27 PM
Quote from: Trigon on January 06, 2017, 11:16:09 PM
Wait isn't there already a catapult of sorts?

There is a Balista. But that is short range.
Title: Re: [A-16] Medieval Times (v. 1.54.A16 (Updated-1/3/2016))
Post by: Adalah217 on January 07, 2017, 03:13:21 PM
I have an initial CombatRealism patch ready! But it's probably not stable. I'll call it an experimental release :)

It doesn't change the range values on any of the bows added, so anytime you try and use guns against medieval raiders, they get destroyed. This is just how CombatRealism changes guns to have far range values and deadly effectiveness. Also, the damage was (relatively) unchanged by bows.

I have not changed apparel. CR adds a "bulk" value to apparel, as well as carried mass. This is an easy change to fix, but hard to balance.

Basically, I added ammo to crossbows and resolved a few other changes (embrasures in both mods etc).

I'm waiting on Vindar to respond either here or on Steam before I post it. It's basically their mod + a few changes.
Title: Re: [A-16] Medieval Times (v. 1.54.A16 (Updated-1/3/2016))
Post by: Vindar on January 07, 2017, 05:15:55 PM
Quote from: Adalah217 on January 07, 2017, 03:13:21 PM
I have an initial CombatRealism patch ready! But it's probably not stable. I'll call it an experimental release :)

It doesn't change the range values on any of the bows added, so anytime you try and use guns against medieval raiders, they get destroyed. This is just how CombatRealism changes guns to have far range values and deadly effectiveness. Also, the damage was (relatively) unchanged by bows.

I have not changed apparel. CR adds a "bulk" value to apparel, as well as carried mass. This is an easy change to fix, but hard to balance.

Basically, I added ammo to crossbows and resolved a few other changes (embrasures in both mods etc).

I'm waiting on Vindar to respond either here or on Steam before I post it. It's basically their mod + a few changes.

didn't see any message in my inbox here or elsewhere, but feel free to post and distribute any compatibility patches you made associated with my mod. 

just a fair warning though, this mod is still very much a work in progress so I might run you ragged with updates when I get in one of those "lets make updates" moods.
Title: Re: [A-16] Medieval Times (v. 1.54.A16 (Updated-1/3/2016))
Post by: Adalah217 on January 07, 2017, 05:36:13 PM
Quote from: Vindar on January 07, 2017, 05:15:55 PM
-snip-

Ah I didn't send the PM. My bad!

I don't anticipate updating it to be too difficult to be honest. It only took a few hours to make in the first place (definitely not perfect either). Do you happen to use github? It'd make it even easier to see the specific changes made.

------------------------------------------------

Initial experimental release of the Combat Realism - Medieval Times compatibility patch! v0.1

https://www.dropbox.com/s/95gm9sey5jc5q9g/Medieval%20Times%20%28v.%201.54.A16%29%20-%20CR%20patch%20v0.1.zip?dl=0

Load Combat Realism THEN this mod
It is not necessary to have the Medieval Times mod in your load order.

Things to note:

Changes from CombatRealism:

Shortbows and Greatbows use the Medieval Times range/damage values.

Embrasures from CombatRealism have been disabled (Medieval Times overwrites it)

Barbed wire has been changed: it now requires Medieval Times Improved Security to build.

Auto-Turrets have been changed: they can use any metal to build, and now require the proper turret research (initially did not require any research to build (!))



CombatRealism bugs:

If your bow isn't firing, it is likely a result of the CombatRealism bug. To fix it, right click on the "Reload" button when the bow is equipped, and select the arrow type. If you already have ammo equipped and this isn't fixing it, then just press the reload button.

Embrasures not being able to fire behind them if a path does not exist to the target.

Last round of ammo will disappear and throw an exception.

Check their github for any other bugs

Noted bugs with this mod:

Sometimes pawns with medieval weapons spawn without ammo for bows (long bows in particular).

Title: Re: [A-16] Medieval Times (v. 1.54.A16 (Updated-1/3/2016))
Post by: ajaviide on January 10, 2017, 05:02:59 AM
Hello, im going to start my next game with this mod.

It seems to work fine i got one small error tho (yellow) i think one of rimfire guns is unsmeltabele using medieval smelter?
Or is it something else?
I hope its not big deal.

yellow error :

Config error in MedTimes_Gun_ChargeMG: has smeltProducts but has smeltable=false
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()

Title: Re: [A-16] Medieval Times (v. 1.54.A16 (Updated-1/3/2016))
Post by: Sniper Pilot on January 10, 2017, 08:48:54 AM
Anyone else having issues with starting a new game? Permadeath option disappears when selecting Randy-
Title: Re: [A-16] Medieval Times (v. 1.54.A16 (Updated-1/3/2016))
Post by: Vindar on January 10, 2017, 11:59:42 AM
Quote from: ajaviide on January 10, 2017, 05:02:59 AM
Hello, im going to start my next game with this mod.

It seems to work fine i got one small error tho (yellow) i think one of rimfire guns is unsmeltabele using medieval smelter?
Or is it something else?
I hope its not big deal.

yellow error :

Config error in MedTimes_Gun_ChargeMG: has smeltProducts but has smeltable=false
Verse.Log:Warning(String)
Verse.DefDatabase`1:ErrorCheckAllDefs()
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.GenGeneric:InvokeStaticMethodOnGenericType(Type, Type, String)
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()

That's already "fixed" in 1.55, I still need to add some content to 1.55 before I upload it though.

In the meantime, the error shouldn't cause any major problems. I sorta forgot 1.54 had that issue. If i get some time I'll add some content to 1.55 and push it out.

Quote from: Sniper Pilot on January 10, 2017, 08:48:54 AM
Anyone else having issues with starting a new game? Permadeath option disappears when selecting Randy-

That bug was noted and is discussed in the bug forum:
http://steamcommunity.com/workshop/filedetails/discussion/732569232/360671352682592349/
Title: Re: [A-16] Medieval Times (v. 1.54.A16 (Updated-1/3/2016))
Post by: Trigon on January 15, 2017, 08:36:58 PM
Is the Warlord's plate not possible to craft?
Title: Re: [A-16] Medieval Times (v. 1.54.A16 (Updated-1/3/2016))
Post by: Vindar on January 16, 2017, 02:19:07 AM
Quote from: Trigon on January 15, 2017, 08:36:58 PM
Is the Warlord's plate not possible to craft?

not currently no, warlord and god king are gonna be "legendary" style, which means you scav or buy em. rares like the charge m-10 or techno gear. (still need to figure out what stats i want the legendaries types to be)

-----------------------------------------------

Updated to (v. 1.55.A16)
-Various tweaks, bug fixes and graphical changes.

no idea if this update fixed stuff as i couldn't reproduce some of the issues people where having, let me know if any of you still got problems with smelting / wearing gear. (or if this patch breaks things)
Title: Re: [A-16] Medieval Times (v. 1.55.A16 (Updated-1/16/2017))
Post by: Trigon on January 16, 2017, 09:21:56 PM
Damn. I was kinda hoping it would be but that makes sense. It was listed as tier 3 in the description, but looking at the stats it seems like they're the exact same as plates and cape.
Title: Re: [A-16] Medieval Times (v. 1.55.A16 (Updated-1/16/2017))
Post by: Vindar on January 19, 2017, 07:17:36 PM
1.56 Teaser

https://www.youtube.com/watch?v=Bgz_kWK5PIM
Title: Re: [A-16] Medieval Times (v. 1.56.A16 (Updated-1/20/2017))
Post by: Vindar on January 20, 2017, 07:27:31 PM
Updated to (v. 1.56.A16)
- Fixed Marksman and Hired Marksman bug.
- Added new weapon "Holy Hand Grenade Of Antioch".
- Added new weapon "Caladbog".
- Added new recipe "Disassemble Weapon" to to crafting station.
- Various stat and graphical tweaks.
----------------------------------------------------------------------------
I did double the health on armours so the ones you have in your current save games might take a dip, though it shouldn't be too big a problem.

as always let me know if you find any major issues or bugs that need to be fixed.
Title: Re: [A-16] Medieval Times (v. 1.56.A16 (Updated-1/20/2017))
Post by: Madman666 on January 20, 2017, 08:20:05 PM
Cool, another update even more good stuff! Thank you)
Title: Re: [A-16] Medieval Times (v. 1.56.A16 (Updated-1/20/2017))
Post by: Hydromancerx on January 20, 2017, 10:10:35 PM
Maybe add pots of boiling oil to drop on invaders from walls.
Title: Re: [A-16] Medieval Times (v. 1.56.A16 (Updated-1/20/2017))
Post by: Hydromancerx on January 24, 2017, 06:00:07 AM
Could you add wattle and daub walls?

https://en.wikipedia.org/wiki/Wattle_and_daub
Title: Re: [A-16] Medieval Times (v. 1.56.A16 (Updated-1/20/2017))
Post by: Vindar on January 26, 2017, 08:05:03 PM
Quote from: Hydromancerx on January 24, 2017, 06:00:07 AM
Could you add wattle and daub walls?

https://en.wikipedia.org/wiki/Wattle_and_daub

always viewed adobe as being similar to that, maybe i'll change the color a bit on the adobe blocks :P

edit:
than again the idea of a seperate wattle and daub constructed w/ wood instead of hay is now growing on me...

----------------------------------------------

In other news,

:worker: (v. 1.57.A16)
- Added new defensive Structure "Caltrops"
- Moved Wooden Barricade to no research requirements.
- Adjusted various trade settings.
- Put level requirements on various crafting recipies.
- Various minor graphics, tweaks and changes.



Title: Re: [A-16] Medieval Times (v. 1.57.A16 (Updated-1/26/2017))
Post by: Gunblast on January 27, 2017, 10:07:09 AM
Could you forward these changes to your Combat Realism patch? :D
Title: Re: [A-16] Medieval Times (v. 1.57.A16 (Updated-1/26/2017))
Post by: Trigon on January 27, 2017, 07:51:55 PM
Yeah wattle and daub and adobe are technically different things. Adobe is far stronger as far as I know. Also, yay caltrops.
Title: Re: [A-16] Medieval Times (v. 1.57.A16 (Updated-1/26/2017))
Post by: Sewan15 on January 28, 2017, 01:45:00 PM
ive got problems looking on how to make the personal shield..

i got one from someone with personal shield already so i am wondering how to make them.. pls help i am new to rimworld thanks :)

btw this mod is really fun :) thanks Vindar
Title: Re: [A-16] Medieval Times (v. 1.57.A16 (Updated-1/26/2017))
Post by: Vindar on January 29, 2017, 12:20:53 AM
Quote from: Sewan15 on January 28, 2017, 01:45:00 PM
ive got problems looking on how to make the personal shield..

i got one from someone with personal shield already so i am wondering how to make them.. pls help i am new to rimworld thanks :)

btw this mod is really fun :) thanks Vindar

they're core game items, I'd assume their craft-able in the same way power Armour is, though cant be sure as I've been focused on the mod for so long that i haven't gotten to that point in my play-testing.


Edit:
------------------------

Btw, Just released the Promo Video for the mod, you can find the link at the top of the description.
or the direct link here: https://www.youtube.com/watch?v=BDGIk3mwxUg

Let me know what you guys think about the video if you watched it, I'm new to recording and editing video so any feedback is appreciated.
Title: Re: [A-16] Medieval Times (v. 1.57.A16 (Updated-1/26/2017))
Post by: Lord_Orion on January 29, 2017, 03:01:14 AM
I'd like to highlight a balance issue. I live in a land of eternal ice. As such I have the most profitable commodity in the medieval world Blocks of Ice. With the ice trade I feel I am creating silver out of thin air as I literally "sell Ice to the Eskimos"
With a single pawn I can cut 700+ blocks in a single season. Then turn around and sell it at the next bulk trader at 3.20 netting me 2,000+. I've taken to selling the ice to my fellow Icelanders when they visit. I've even gone as far as hauling blocks to them. Thoughts
Title: Re: [A-16] Medieval Times (v. 1.57.A16 (Updated-1/26/2017))
Post by: jmababa on January 29, 2017, 04:30:49 AM
Quote from: Lord_Orion on January 29, 2017, 03:01:14 AM
I'd like to highlight a balance issue. I live in a land of eternal ice. As such I have the most profitable commodity in the medieval world Blocks of Ice. With the ice trade I feel I am creating silver out of thin air as I literally "sell Ice to the Eskimos"
With a single pawn I can cut 700+ blocks in a single season. Then turn around and sell it at the next bulk trader at 3.20 netting me 2,000+. I've taken to selling the ice to my fellow Icelanders when they visit. I've even gone as far as hauling blocks to them. Thoughts


This is nothing compared to fishing mod have 3 guyz fishing you don't need to farm food anymore replace it withlike tobaco from tobaco mod or hops. Sell the excess leather from whatever you fish 2,000+ is nothing you net 5,000+ with fishing mod
Title: Re: [A-16] Medieval Times (v. 1.57.A16 (Updated-1/26/2017))
Post by: Lord_Orion on January 29, 2017, 06:17:40 AM
@jmababa glad id don't use that mod. I love this mod though thank you Vindar for developing it!!!
Title: Re: [A-16] Medieval Times (v. 1.57.A16 (Updated-1/26/2017))
Post by: Vindar on January 29, 2017, 02:58:17 PM
Quote from: Gunblast on January 27, 2017, 10:07:09 AM
Could you forward these changes to your Combat Realism patch? :D

I don't do the combat realism patch and have no association with it. You'll have to talk to Aldalah217 for that.

Quote from: Lord_Orion on January 29, 2017, 03:01:14 AM
I'd like to highlight a balance issue. I live in a land of eternal ice. As such I have the most profitable commodity in the medieval world Blocks of Ice. With the ice trade I feel I am creating silver out of thin air as I literally "sell Ice to the Eskimos"
With a single pawn I can cut 700+ blocks in a single season. Then turn around and sell it at the next bulk trader at 3.20 netting me 2,000+. I've taken to selling the ice to my fellow Icelanders when they visit. I've even gone as far as hauling blocks to them. Thoughts

The eskimos are making a killing off of you selling your ice to people in the desert :P


Title: Re: [A-16] Medieval Times (v. 1.57.A16 (Updated-1/26/2017))
Post by: Trigon on January 29, 2017, 03:18:47 PM
Indeed. It makes sense because medieval societies actually made money selling ice to hotter areas. When you live on an ice sheet it seems silly unless you assume those people are traipsing up there and buying it from you for food storage purposes, but then one wonders why they don't grab it from anywhere uninhabited since in rimworld people only own a fistful of hexes at a time.
Title: Re: [A-16] Medieval Times (v. 1.57.A16 (Updated-1/26/2017))
Post by: Vindar on January 29, 2017, 05:49:53 PM
Quote from: Trigon on January 29, 2017, 03:18:47 PM
Indeed. It makes sense because medieval societies actually made money selling ice to hotter areas. When you live on an ice sheet it seems silly unless you assume those people are traipsing up there and buying it from you for food storage purposes, but then one wonders why they don't grab it from anywhere uninhabited since in rimworld people only own a fistful of hexes at a time.

logistics. because it still takes time and manpower to farm the ice and prepare it for shipping. they come up and the work is already done for em they can just pack it up and go make their profit, the discount is worth the effort if you do large volume.

also I've decreased the price of ice block in the next patch(not by too much). realized that i increased the speed of production without decreasing the price recently so this should help balence it.
Title: Re: [A-16] Medieval Times (v. 1.57.A16 (Updated-1/26/2017))
Post by: Trigon on January 29, 2017, 10:20:47 PM
Sweet. I always felt justified in my current run. Seeing as I live in a shitty borderline barren mountain next to a desert. Makes sense people of the desert would buy my ice.
Title: Re: [A-16] Medieval Times (v. 1.57.A16 (Updated-1/26/2017))
Post by: Ledaren on January 29, 2017, 10:42:49 PM
Hearty stew didn't give fine meal bonuses anymore. Is that deliberate? For the bonus, the meal must have a new line on the def called thought... or something. Sorry, not at my desktop at the moment.
Title: Re: [A-16] Medieval Times (v. 1.57.A16 (Updated-1/26/2017))
Post by: Jorlem on January 30, 2017, 11:03:50 AM
Any chance of getting trebuchets or catapults as a replacement for mortars?
Title: Re: [A-16] Medieval Times (v. 1.57.A16 (Updated-1/26/2017))
Post by: Trigon on January 30, 2017, 02:36:33 PM
There are already catapults
Title: Re: [A-16] Medieval Times (v. 1.57.A16 (Updated-1/26/2017))
Post by: Vindar on January 31, 2017, 03:35:29 PM
Quote from: Ledaren on January 29, 2017, 10:42:49 PM
Hearty stew didn't give fine meal bonuses anymore. Is that deliberate? For the bonus, the meal must have a new line on the def called thought... or something. Sorry, not at my desktop at the moment.

thanks, i'll look into it
Title: Re: [A-16] Medieval Times (v. 1.58.A16 (Updated-2/1/2017))
Post by: Vindar on February 01, 2017, 09:15:37 PM
Updated to (v. 1.58.A16)
- Added new Weapon "War Knife".
- Added New Building "Storage Pot".
- Added New Resource and fuel source "Coal".
- Added new statues "Ice Sculptures" x3 Sizes.
- Tweaked Various graphics, stats and gameplay issues.
------------------------------------------------------------------------
- Also adjusted the food values and gave new thoughts on em.

P.S.
As usual let me know if you guys notice anything wrong with the mod, need good feedback to continuously improve it and find all the bugs.
Title: Re: [A-16] Medieval Times (v. 1.58.A16 (Updated-2/1/2017))
Post by: Hydromancerx on February 01, 2017, 10:49:41 PM
Quote- Added New Resource and fuel source "Coal".

Yay! Though kinda sucks i already have another coal mod in place. Next new colony!

Quote- Added New Building "Storage Pot".

Are these like shelves?
Title: Re: [A-16] Medieval Times (v. 1.58.A16 (Updated-2/1/2017))
Post by: Vindar on February 01, 2017, 11:47:45 PM
single shelves that store food/medicine/drugs
Title: Re: [A-16] Medieval Times (v. 1.58.A16 (Updated-2/1/2017))
Post by: Trigon on February 02, 2017, 12:33:39 AM
Guess I gotta delete my coal mod.
Title: Re: [A-16] Medieval Times (v. 1.58.A16 (Updated-2/1/2017))
Post by: Kaballah on February 02, 2017, 12:53:22 AM
If you're using this coal mod:

http://steamcommunity.com/sharedfiles/filedetails/?id=838499205

Yes you should unsubscribe it and disable it, because I'm de-listing it since Vindar has now integrated coal.

e: Trying to get Vindar to absorb my cured meats mod (salt resource, recipes etc) as well.
Title: Re: [A-16] Medieval Times (v. 1.58.A16 (Updated-2/1/2017))
Post by: TrashMan on February 02, 2017, 08:13:38 AM
Hrr...this mod and Hospitality seem to have some issues.
The most irritating thing about Rimworld is all these great mod that should be part of core (IMHO) and then getting them to work
Title: Re: [A-16] Medieval Times (v. 1.58.A16 (Updated-2/1/2017))
Post by: Vindar on February 02, 2017, 01:15:33 PM
Quote from: TrashMan on February 02, 2017, 08:13:38 AM
Hrr...this mod and Hospitality seem to have some issues.
The most irritating thing about Rimworld is all these great mod that should be part of core (IMHO) and then getting them to work

what are the issues your noticing w/ hospitality?
Title: Re: [A-16] Medieval Times (v. 1.58.A16 (Updated-2/1/2017))
Post by: Goldenpotatoes on February 03, 2017, 06:44:34 PM
I laughed when I first saw the RNG and Tynan shrines, pretty much immediately bought them and built a small shrine area dedicated to them in my complex.

Plans on adding similar things for the storytellers as well? Maybe Randy's chaotic nature can finally be appeased with a monument to him.
Title: Re: [A-16] Medieval Times (v. 1.58.A16 (Updated-2/1/2017))
Post by: GIFShinobi on February 03, 2017, 07:04:34 PM
What are the mods not compatible with this? I want to play full medieval only. I want to avoid errors at all times cause last time i used this my saved file got corrupted.
Title: Re: [A-16] Medieval Times (v. 1.58.A16 (Updated-2/1/2017))
Post by: Rei-No on February 03, 2017, 07:27:54 PM
Really I need to log in to get this, sorry charlie. I have more then enough accounts. shame really
Title: Re: [A-16] Medieval Times (v. 1.58.A16 (Updated-2/1/2017))
Post by: Zetril on February 04, 2017, 11:24:57 AM
I tried to update the CR patch a few pages earlier and everything seems to work, but the ammo workbench for the normal combat realism is not working anymore. I can't craft ammo. Has someone a tipp for me, how I can get both mods working together?





Title: Re: [A-16] Medieval Times (v. 1.58.A16 (Updated-2/1/2017))
Post by: Hydromancerx on February 17, 2017, 10:40:57 PM
I loved the new storage pots! Can you add Storage Baskets made of Haygrass too?
Title: Re: [A-16] Medieval Times (v. 1.58.A16 (Updated-2/1/2017))
Post by: AngleWyrm on February 19, 2017, 03:16:07 PM
Suggestion: Ice House
Before refrigeration people used ice houses. They were basements filled with layers of hay and ice imported from the mountains or cut from frozen bodies of water during the cold months.

It's also probably the origins of sorbet, Italian ice, granita and the like, where quality of ice was a factor.

(http://images.mentalfloss.com/sites/default/files/styles/insert_main_wide_image/public/ice-2_0.jpg)
Title: Re: [A-16] Medieval Times (v. 1.58.A16 (Updated-2/1/2017))
Post by: PreDiabetic on March 29, 2017, 03:32:09 PM
Is it possible to ONLY get Ice Walls as seperate mod? Because I'm trying play Ice Sheet with tech. When there is no material to build around, Ice would lots a make sense. Especially when you cover it with leather or wool.
Title: Re: [A-16] Medieval Times (v. 1.58.A16 (Updated-2/1/2017))
Post by: Ruisuki on April 02, 2017, 03:17:55 AM
incompatible with fashiomrimsta?
Title: Re: [A-16] Medieval Times (v. 1.58.A16 (Updated-2/1/2017))
Post by: Fumble on April 03, 2017, 05:51:34 AM
@damngrl I've made a standalone Ice mod for exactly that purpose (no forum topic yet): https://github.com/Fumblesneeze/RimIce/releases
Title: Re: [A-16] Medieval Times (v. 1.58.A16 (Updated-2/1/2017))
Post by: Greep on April 12, 2017, 03:54:09 PM
Hey :D

"This work should not be distributed or reproduced without my express written consent. please do not include my work in modpacks or upload to other locations without first contacting me and receiving my written consent. "

I'm currently working on a mod that's based off dwarf fortress, so this mod is of interest to me.  Do you mind if I use some of the armor/weapons in the mod?
Title: Re: [A-16] Medieval Times (v. 1.58.A16 (Updated-2/1/2017))
Post by: beeeboop on April 14, 2017, 01:39:06 AM
Could you please upload this to dropbox? I don't use steam and nexus keeps asking me to pay them because your obviously kickass mod is over 2 Mb. I'm planning nomadic tribal game soon, and this mod would be the clicher of the whole thing.
Title: Re: [A-16] Medieval Times (v. 1.58.A16 (Updated-2/1/2017))
Post by: ZE on April 14, 2017, 11:03:57 AM
just noticed some spelling mistakes, namely turrent

its turret
Title: Re: [A-16] Medieval Times (v. 1.58.A16 (Updated-2/1/2017))
Post by: cladicus on April 15, 2017, 06:26:50 AM
Hey Vindar, I tried messing around with your .xml files to get your mod to my liking, but I ended up messing up, so I had to leave it unchanged, so don't worry nothing is broken.

What I want to ask you is: I think the medieval faction bases include waaaay too many pawns. No matter what strategies I use I have about 50 enemy pawns all swarming me with personal shields, destroying every barricade I have with no way to outsmart them, no matter how many colonists I bring, even if they all have doomsday launcher equipped.


How do I change the amount of enemy pawns spawning inside faction bases? I tried messing around with the numbers in MedTimes_Factions_Core.xml
where I thought <kindDef>FactionBase</kindDef> options meant the amount of pawns spawning inside the bases, but changing the numbers from - let's say - 300 to 3000 or even 5 didn't change anything. In the end, when changing them all to 1, it broke the game.

What do the numbers even mean? I'm not asking you to change your mod, I want to change this to my personal liking, though 40 - 50 pawns is a bit extreme for an enemy base.
Title: Re: [A-16] Medieval Times (v. 1.58.A16 (Updated-2/1/2017))
Post by: JT on April 19, 2017, 02:12:22 PM
Vandar, would you be amenable to having me send over some description tweaks or be willing to allow them to be attached for others to use?  I've loved the mod since A14 but the incompatible capitalisation (all labels should be in lowercase except for the names of artifacts and proper nouns like "God-King"), homophone errors ("you're" is used for "your" and "your" is used for "you're"; likewise for "they're"-"their"-"there" being used at random ;-)), "it's" used literally everywhere that "its" was intended, spelling errors and phonic spellings (such as "mearly" rather than "merely"), occasional pluralisation errors, and run-on sentences were enough for me to go through the descriptions with a sledgehammer. =)

I preserved the majority of them intact, simply fixing the grammar and spelling, but also did a couple more subjective things like switching any references to Greeks and Romans to "ancient" (no one on the Rim would care about or have heard of Romans by now), getting rid of any slang or out-of-character references (like "OP" for "overpowered"), and completely nuking anything that appeared in brackets or parentheses since those stats already appear when inspecting the item anyway -- so if you'd want to keep those, there'd be some copy-paste involved.

Quote from: cladicus on April 15, 2017, 06:26:50 AM
What do the numbers even mean? I'm not asking you to change your mod, I want to change this to my personal liking, though 40 - 50 pawns is a bit extreme for an enemy base.

Those numbers are "weights" -- the higher the number, the more likely that particular pawn type will be chosen when spawning pawns for that particular group.  All weights are added together and then a random number is chosen from 1 to X, where X is the total of all the weights -- wherever that number lands is the item chosen.

That doesn't actually affect the population counts generated, just the makeup of those populations, in other words.  I'm not actually certain where all of the pawn counts are defined.
Title: Re: [A-16] Medieval Times (v. 1.58.A16 (Updated-2/1/2017))
Post by: Vindar on April 22, 2017, 04:34:11 PM
Quote from: Greep on April 12, 2017, 03:54:09 PM
Hey :D

"This work should not be distributed or reproduced without my express written consent. please do not include my work in modpacks or upload to other locations without first contacting me and receiving my written consent. "

I'm currently working on a mod that's based off dwarf fortress, so this mod is of interest to me.  Do you mind if I use some of the armor/weapons in the mod?

Sure, just make sure to list me in the credits for the items you use.


Quote from: beeeboop on April 14, 2017, 01:39:06 AM
Could you please upload this to dropbox? I don't use steam and nexus keeps asking me to pay them because your obviously kickass mod is over 2 Mb. I'm planning nomadic tribal game soon, and this mod would be the clicher of the whole thing.

I'll make an account for alpha 17, assuming it's free, right now I'm focused on getting new content and re-conjigering stuff for the alpha 17 update comming.


Quote from: ZE on April 14, 2017, 11:03:57 AM
just noticed some spelling mistakes, namely turrent

its turret

please direct spelling and grammar issues here.
http://steamcommunity.com/workshop/filedetails/discussion/732569232/1319961868323941765/


Quote from: JT on April 19, 2017, 02:12:22 PM
Quote from: cladicus on April 15, 2017, 06:26:50 AM
What do the numbers even mean? I'm not asking you to change your mod, I want to change this to my personal liking, though 40 - 50 pawns is a bit extreme for an enemy base.

Those numbers are "weights" -- the higher the number, the more likely that particular pawn type will be chosen when spawning pawns for that particular group.  All weights are added together and then a random number is chosen from 1 to X, where X is the total of all the weights -- wherever that number lands is the item chosen.

That doesn't actually affect the population counts generated, just the makeup of those populations, in other words.  I'm not actually certain where all of the pawn counts are defined.

As far as i can tell/understand, spawn counts are located in Pawnkind_Defs

Line is:        <combatPower>X</combatPower>       

-where X is a number usually between 1-100 ) don't think theirs actual limits, but their may be.

the line is specific to each spawn type. Higher numbers means less spawns. having said that I'll prolly update it a bit for next release and bring the two levels more towards center.

specific files are
PawnKindDefs_Humanlikes/MedTimes_Pawnkinds_Societies.xml
&
PawnKindDefs_Humanlikes/MedTimes_Pawnkinds_Warbands.xml
Title: Re: [A-16] Medieval Times (v. 1.58.A16 (Updated-2/1/2017))
Post by: Robloxsina66 on April 26, 2017, 08:40:53 AM
theres one that's been conflicting the mod
Title: Re: [A-16] Medieval Times (v. 1.58.A16 (Updated-2/1/2017))
Post by: Robloxsina66 on April 26, 2017, 08:42:38 AM
this

[attachment deleted by admin due to age]
Title: Re: [A-16] Medieval Times (v. 1.58.A16 (Updated-2/1/2017))
Post by: JT on April 27, 2017, 04:26:16 PM
(Read: In tone of Baman and Piderman.)

Vindar! Vindar Vindar Vindar! Vindar!

Add the following lines beneath the abstract in MedTimes_Buildings_Security.xml:

<ThingDef Name="MedTimes_ArtilleryTopBase" Abstract="True">
<weaponTags>
<li>TurretGun</li>
</weaponTags>


Combat Realism compatibility issue resolved.

[edit]Just to clarify, this of course does not upgrade any of the other features to take advantage of Combat Realism.  It simply suppresses the problem that causes the CR ammo bench not to show any recipes when MT is installed.  Actually implementing Combat Realism features requires a proper patch. ;-)
Title: Re: [A-16] Medieval Times (v. 1.58.A16 (Updated-2/1/2017))
Post by: AlphaMason on May 09, 2017, 09:09:26 PM
I'm trying to put together a modpack and I made some tweaks to some of the mods, but keep getting errors when I try to move some of the crafting recipes to a different station.

Here is one of the errors i get:
XML error: <recipeUsers><li>MedTimes_BlacksmithForge</li><li>MedTimes_CraftingStation</li><li>CraftingSpot</li></recipeUsers> doesn't correspond to any field in type ThingDef.
Verse.Log:Error(String)
Verse.XmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator1ED:MoveNext()
Verse.ModContentPack:LoadDefs()
Verse.ModContentPack:ReloadAllContent()
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__735()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__733()

I guess this is because the item itself can't be use to decide where it is crafted.  Anyways, I need to know which way I need to edit the files to get the items to be crafted on the stations I want.
Title: Re: [A-16] Medieval Times (v. 1.58.A16 (Updated-2/1/2017))
Post by: BlackViperMWG on May 11, 2017, 05:01:18 AM
Description of storage pots says items stored in them do not deteriorate, but my food and meals in those still rot. Is that a bug? I have many mods, I should probably move your one to the bottom of the list, right?
Title: Re: [A-16] Medieval Times (v. 1.58.A16 (Updated-2/1/2017))
Post by: Trigon on May 12, 2017, 12:05:47 AM
Deteriorating and rotting are different things. Deterioration comes from items being left outside with no roof generally.
Title: Re: [A-16] Medieval Times (v. 1.58.A16 (Updated-2/1/2017))
Post by: Greed_GorAshaar on May 24, 2017, 10:19:23 AM
This is one of my favorite modifications please update. I'm not even talking about adding new content.
Fingers crossed.
Title: Re: [A-16] Medieval Times (v. 1.58.A16 (Updated-2/1/2017))
Post by: Switter on May 27, 2017, 09:33:37 AM
Update? C:
Title: Re: [A-16] Medieval Times (v. 1.58.A16 (Updated-2/1/2017))
Post by: Madman666 on May 27, 2017, 09:44:38 AM
A bit of patience, guys, this mod is huge, give Vindar some time to get it all ready :)
Title: Re: [A-16] Medieval Times (v. 1.66.A17 (Updated-5/29/2017))
Post by: Vindar on May 29, 2017, 12:06:15 PM
Updated to (v. 1.66.A17)
- Restructured armour & weapon system into 2 tiers.
- Made several new varients for weapons/armour.
- Added new Outerwear "Cape"
- Added new Weapon "Claymore".
- Added new Weapon "Blackheart" & variants.
- Added new Weapon "Techno Sword" & variants.
- Added new Weapon "Vicious" & variants.
- Added new Weapon "Answeller" & variants.
- Added new Weapon "Talent Breaker" & variants.
- Added new Weapon "Vidar's Cleaver" & variants.
- Added new Weapon "Void Hammer" & variants.
- Added new Armour "Torvald's Headwrap" & variants.
- Added new Armour "God King's Bracers" & variants.
- Added new Accessory "The Happy Merchant".

- Added new Crafting Station "Desk"
- Added new Item "Graphic Novel" -incomplete status arrangement.

- Added new Building "Small Table".
- Added new Building "Combat Stand".
- Added new Building "Fuel Rack".
- Added new Building "Reflector".

- Tweaked Various graphics, stats and gameplay issues.
- Other things I cant remember.


===================================

As always bug-fixing is needed so if you see a bug or an issue let me know. It helps out alot. Their is also a bug forum over on the steam page if you prefer that.
Title: Re: [A-17] Medieval Times (v. 1.66.A17 (Updated-5/29/2017))
Post by: Madman666 on May 29, 2017, 01:27:37 PM
Niiice. Thanks Vindar, I was waiting for it to start A17 run.
Title: Re: [A-17] Medieval Times (v. 1.66.A17 (Updated-5/29/2017))
Post by: Goosedown on May 29, 2017, 07:53:57 PM
Heya Vindar, thanks a ton for making and updating this mod. Its pretty much required for me to have a proper play through now.   :D

If its helpful to let you know, I am getting an error whenever the hostile warband faction tries to raid my settlement. (I've got a small bundle of other mods, so they may be interacting is a bad way).
Edit! I tried this with no mods loaded at all and i get the same error...
Theoretically you could duplicate this by just spawning a 35pt raid with the warband faction.
Below is the error:


Faction Murderer's Rock of def MedTimes_Faction_Warband has no usable PawnGroupMakers for parms tile=50360, inhabitants=False, points=42.525, faction=Murderer's Rock, traderKind=, generateFightersOnly=False, raidStrategy=ImmediateAttack, forceOneIncap=True
Verse.Log:Error(String)
RimWorld.<GeneratePawns>c__IteratorC9:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_Raid:TryExecute(IncidentParms)
RimWorld.IncidentWorker_RaidEnemy:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.IncidentQueue:IncidentQueueTick()
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Title: Re: [A-17] Medieval Times (v. 1.66.A17 (Updated-5/29/2017))
Post by: Vindar on May 30, 2017, 10:06:49 AM
Quote from: Goosedown on May 29, 2017, 07:53:57 PM
Heya Vindar, thanks a ton for making and updating this mod. Its pretty much required for me to have a proper play through now.   :D

If its helpful to let you know, I am getting an error whenever the hostile warband faction tries to raid my settlement. (I've got a small bundle of other mods, so they may be interacting is a bad way).
Edit! I tried this with no mods loaded at all and i get the same error...
Theoretically you could duplicate this by just spawning a 35pt raid with the warband faction.
Below is the error:


Faction Murderer's Rock of def MedTimes_Faction_Warband has no usable PawnGroupMakers for parms tile=50360, inhabitants=False, points=42.525, faction=Murderer's Rock, traderKind=, generateFightersOnly=False, raidStrategy=ImmediateAttack, forceOneIncap=True
Verse.Log:Error(String)
RimWorld.<GeneratePawns>c__IteratorC9:MoveNext()
System.Collections.Generic.List`1:AddEnumerable(IEnumerable`1)
System.Collections.Generic.List`1:.ctor(IEnumerable`1)
System.Linq.Enumerable:ToList(IEnumerable`1)
RimWorld.IncidentWorker_Raid:TryExecute(IncidentParms)
RimWorld.IncidentWorker_RaidEnemy:TryExecute(IncidentParms)
RimWorld.Storyteller:TryFire(FiringIncident)
RimWorld.IncidentQueue:IncidentQueueTick()
RimWorld.Storyteller:StorytellerTick()
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()


yeah, i've seen that one before, luckily it doesn't seem to cause any issues, just wont spawn groups smaller than 35 points on medieval warbands/societies.

fix is making a list for the medieval peasants that i've already started to build in.

I'll try to fix it eventually just haven't gotten around to it
Title: Re: [A-17] Medieval Times (v. 1.66.A17 (Updated-5/29/2017))
Post by: Switter on May 30, 2017, 10:42:08 AM
yaaaaay  :D
Title: Re: [A-17] Medieval Times (v. 1.66.A17 (Updated-5/29/2017))
Post by: Dragonbrood on May 30, 2017, 03:14:17 PM
This mod is really great, but is there a way to disable aliens and guns, its a bit annoying if my poor Knights get slaugthered by a Alienworm with Minigun.^^
I know there was a mod for this but its outdated.
Title: Re: [A-17] Medieval Times (v. 1.67.A17 (Updated-5/30/2017))
Post by: Vindar on May 30, 2017, 05:33:59 PM
Updated to (v. 1.67.a17)
- Fixed Hoarding Jerked Meats bug.
- Added new weapon "Blood Blade".
Title: Re: [A-17] Medieval Times (v. 1.67.A17 (Updated-5/30/2017))
Post by: jpnm92 on May 30, 2017, 09:36:04 PM
"You can't choose your father but you can choose your daddy"

Vindar daddy
Title: Re: [A-17] Medieval Times (v. 1.67.A17 (Updated-5/30/2017))
Post by: Madman666 on May 30, 2017, 11:13:40 PM
I am not going to be very original. But I love this mod. To a ridiculous extent.
Title: Re: [A-17] Medieval Times (v. 1.68.A17b (Updated-6/3/2017))
Post by: Vindar on June 03, 2017, 04:13:17 PM
Updated to (v. 1.68.A17b)
- Updated to Alpha 17b
- Various minor changes and tweaks

=================================
Let me know if you guys find any bugs

remember to report spelling and grammer errors in the spelling and grammer forum on steam.

also any feedback on the change to legendary/artifact graphics would be appreciated
Title: Re: [A-17b] Medieval Times (v. 1.69.A17b (Updated-6/5/2017))
Post by: Vindar on June 05, 2017, 04:51:29 PM
Updated to (v. 1.69.A17b)
- Fixed Stone hearth graphical bug.
- Fixed rare hand armour being classified as foot armour.
- Added new hand armour "Plated Gauntlets".
Title: Re: [A-17b] Medieval Times (v. 1.70.A17b (Updated-6/9/2017))
Post by: Vindar on June 09, 2017, 11:13:47 PM
Updated to (v. 1.70.A17b)
- Fixed "Super Boots" Bug.
- Added new foot armour "Full Plated Boots"
- Added new armour "Combat Armour"
- Added new helmet "Combat Helmet"
- various minor fixes and graphical tweaks.
- a few extra graphical files that shouldn't give anything away...
Title: Re: [A-17b] Medieval Times (v. 1.70.A17b (Updated-6/9/2017))
Post by: Tamias on June 13, 2017, 04:47:22 PM
If anyone writes a Combat Extended compatibility patch for Medieval Times, please post it. The new melee combat changes that mod makes will make swordfighting 10x better in Medieval playthroughs over vanilla. Thanks in advance.
Title: Re: [A-17b] Medieval Times (v. 1.70.A17b (Updated-6/9/2017))
Post by: tgbps4 on June 13, 2017, 06:16:17 PM
I have no idea if this is because of other mods (I have a LOT) or just a regular issue, but when colonists equip most of the armor pieces in this mod, either my colonists or NPCs, their heads quite literally dissapear from their bodies. Has that happened to anyone?
Title: Re: [A-17b] Medieval Times (v. 1.70.A17b (Updated-6/9/2017))
Post by: tgbps4 on June 18, 2017, 12:58:32 PM
Quote from: tgbps4 on June 13, 2017, 06:16:17 PM
I have no idea if this is because of other mods (I have a LOT) or just a regular issue, but when colonists equip most of the armor pieces in this mod, either my colonists or NPCs, their heads quite literally dissapear from their bodies. Has that happened to anyone?

^
Title: Re: [A-17b] Medieval Times (v. 1.70.A17b (Updated-6/9/2017))
Post by: Cabdono on June 24, 2017, 01:33:13 AM
How can I remove the raids/caravans/visitors from the factions? For some reason after installing the only ones I get are from medieval factions, having more than 10 other friendly factions from other mods.
Title: Re: [A-17b] Medieval Times (v. 1.70.A17b (Updated-6/9/2017))
Post by: towerator on June 24, 2017, 03:59:36 AM
A small suggestion concerning balance: the warbands appear in massive numbers, making them much, more dangerous than the other kinds of raids: compared to pirates, they overwhelm with sheer number, and they are individually much better equipped than tribals.

Also, yesterday a warband sieged me, as in, you know, built (or at least tried to) 20th century mortars.

Otherwise, a very good mod.
Title: Re: [A-17b] Medieval Times (v. 1.70.A17b (Updated-6/9/2017))
Post by: SheiFoxy on June 25, 2017, 06:57:11 AM
Does anyone here know where the armor with cape bills moved to? We're using the steam workshop version, and we can't find the bills anymore on any of the medieval or vanilla workshops.

Which one should they be on?
Title: Re: [A-17b] Medieval Times (v. 1.70.A17b (Updated-6/9/2017))
Post by: Wilponderroci on June 28, 2017, 11:06:28 AM
there is seemingly a bug with not allowing the salvaging/disassembling of armour pieces from its own set, for instance, bracers. I am not 100% sure but they seem to only be deconstructable if the bill is set to allow all items of any quality/deterioration level. Even if the item is shoddy 10/100

Downloading and updating the mod to be sure its not just me (as usual)
Title: Re: [A-17b] Medieval Times (v. 1.70.A17b (Updated-6/9/2017))
Post by: Mufflamingo on June 28, 2017, 02:11:40 PM
Quote from: kyle1847 on June 13, 2017, 04:47:22 PM
If anyone writes a Combat Extended compatibility patch for Medieval Times, please post it. The new melee combat changes that mod makes will make swordfighting 10x better in Medieval playthroughs over vanilla. Thanks in advance.

This please. Anyone. I'd donate my kidney for this. I'd even haul and clean after the operation. I promise.
Title: Re: [A-17b] Medieval Times (v. 1.70.A17b (Updated-6/9/2017))
Post by: Wilponderroci on June 28, 2017, 04:47:00 PM
Apparently none of the "settings" (trust me I went through them thoroughly) will allow certain items to be recycled/disassembled.

It lovingly desires to disassemble my "good" crossbow or helmet but not the shoddy bracers. No matter what I have the settings on.
Title: Re: [A-17b] Medieval Times (v. 1.71.A17b (Updated-7/10/2017))
Post by: Vindar on July 10, 2017, 04:11:58 PM
Updated to (v. 1.71.A17b):
- Added new armour "God King Boots".
- Fixed intargetable locations on Murderhole / Catapult / Ballista.
Title: Re: [A-17b] Medieval Times (v. 1.71.A17b (Updated-7/10/2017))
Post by: Vindar on July 10, 2017, 04:25:55 PM
took a look at the disassembly list and it will be updated for 1.72

on a combat extended patch, I've been in contact with someone who is making one, and donated some graphics to his project. No idea when/if it will be out though.

I'll take a look to see if i can reproduce the issue that Wilponderroci is having and if so try to fix it.

(Edit)   P.S.
If you have a list of items that should be in the disassemble but are not currently or just run into one example be sure to post it so i can fix it.

added : wood set to disassemble apparel & full plated bracers / boots to smelter already

the cloaked/caped versions of Armour are intended to be no longer make-able, as you can now simply throw a cloak or cape over any set of Armour(with a few exceptions).  You can still find the old sets for sale by merchants though
and they tend to have slightly better stats movement wise (at least that is the intention). I was going to phase them out completely but left them in for the time being.
Title: Re: [A-17b] Medieval Times (v. 1.71.A17b (Updated-7/10/2017))
Post by: Tamias on July 13, 2017, 10:32:59 PM
@Mufflamingo I'll be taking that kidney now :)

Medieval Times + Combat Extended Compatibility Mod: http://steamcommunity.com/sharedfiles/filedetails/?id=975316762

The item stats need more balancing, but I'll be updating them over time as I get player feedback.
Title: Re: [A-17b] Medieval Times (v. 1.71.A17b (Updated-7/10/2017))
Post by: Mufflamingo on July 13, 2017, 11:03:53 PM
Quote from: kyle1847 on July 13, 2017, 10:32:59 PM
@Mufflamingo I'll be taking that kidney now :)

Medieval Times + Combat Extended Compatibility Mod: http://steamcommunity.com/sharedfiles/filedetails/?id=975316762

The item stats need more balancing, but I'll be updating them over time as I get player feedback.

Its yours. Take it. Give me your address and I'll send you a kidney shaped potato. ;D or a potato shaped kidney?

Anyway thank you for the patch. ;D

Edit: I forgot, I don't have steam. :(
Requesting: Another link for download. T.T
Title: Re: [A-17b] Medieval Times (v. 1.71.A17b (Updated-7/10/2017))
Post by: admiralKew on July 14, 2017, 01:22:14 AM
Quote from: kyle1847 on July 13, 2017, 10:32:59 PM
@Mufflamingo I'll be taking that kidney now :)

Medieval Times + Combat Extended Compatibility Mod: http://steamcommunity.com/sharedfiles/filedetails/?id=975316762

The item stats need more balancing, but I'll be updating them over time as I get player feedback.

Any chance you could make a non-steam link? Thanks, by the way!
Title: Re: [A-17b] Medieval Times (v. 1.71.A17b (Updated-7/10/2017))
Post by: Tamias on July 14, 2017, 08:40:56 PM
Sim sim salabim!

*POOF*

http://www.moddb.com/games/rimworld/downloads/medieval-times-combat-extended-compatibility-mod

There you are :)
Title: Re: [A-17b] Medieval Times (v. 1.71.A17b (Updated-7/10/2017))
Post by: Mufflamingo on July 15, 2017, 12:02:11 AM
Quote from: kyle1847 on July 14, 2017, 08:40:56 PM
Sim sim salabim!

*POOF*

http://www.moddb.com/games/rimworld/downloads/medieval-times-combat-extended-compatibility-mod

There you are :)

Omg. Thanks! I love this guy already!

Edit: No homo.
Edit2: Don't tell my gf I said that.
Edit3: I don't have a gf.  :'(
Edit4: Actually I do. Her name is Rimworld.  ;D
Title: Re: [A-17b] Medieval Times (v. 1.73.A17b (Updated-7/26/2017))
Post by: Vindar on July 26, 2017, 03:23:26 PM
Updated to (v. 1.73.A17b)
- Added new Weapon "One Handed Crossbow"
- Rebalenced various ranged weapons.
- Added non-caped versions of Royal Plate Armour (Standard & Death)
- Fixed various layer issues and rebalenced armour wear temps.
- Fixed Artifact & Legenary gear not spawning in shops.
- Mining "Coal Chunks" now gives more resources.
- Desks are now wider.
- Other fixes I dont remember.
Title: Re: [A-17b] Medieval Times (v. 1.73.A17b (Updated-7/26/2017))
Post by: Ledaren on July 26, 2017, 10:50:42 PM
Anyone here know if Skully Medieval Shields still working on A17? Would love to mix them with MedTimes again
Title: Re: [A-17b] Medieval Times (v. 1.73.A17b (Updated-7/26/2017))
Post by: Aids86 on August 08, 2017, 11:58:11 PM
Hey all!
Wondering what other mods people are combining for complete medieval immersion??

I've found that RimWorld Medieval Edition is no longer working with updates. I can't figure out a way to keep the rest of my world in the medieval ages and lock out further technology. Also i'd love to be using a mod like Combat Extended that can supply ammo to the game and make combat (ranged and melee) more realistic within the medieval environment.

Cheers and i'm excited to see everyone's mod lists!!
Title: Re: [A-17b] Medieval Times (v. 1.73.A17b (Updated-7/26/2017))
Post by: rditto48801 on August 12, 2017, 08:04:52 AM
There is presently a compatibility problem of sorts with the Stuffified Construction by Sixdd.

Mainly in how it adds new wood types specific to the different types of trees (oak log, pine log, birch log, etc, each with their own different affects on stuff made with them, like walls or weapons), and renaming the default wood to Synthwood (still classified as WoodLog), and making it into a late game resource grown via Hydroponics (and also being what new colonies start with).
So anything calling specifically for WoodLog cannot use the tree specific woods added by Stuffified Construction, only the now 'late game' Synthwood. Which makes it impractical since  it means the main sources for getting more will be via trade or deconstructing items/walls/whatever made of it.

On the up side, Sixdd was looking into a compatability patch on their end, and is looking into just making Synthwood into its own wood type and tossing in a recipe to allow people to 'craft' the default 'wood' using the other wood types in their mod.

Although, being able to use the other wood types in Medieval Times would be nice. I have a thing for things made from Oak (I like the color)... And Doors made from Poplar... (a little less health, but 175% door open speed...)

Quote from: Aids86 on August 08, 2017, 11:58:11 PM
Hey all!
Wondering what other mods people are combining for complete medieval immersion??

I've found that RimWorld Medieval Edition is no longer working with updates. I can't figure out a way to keep the rest of my world in the medieval ages and lock out further technology. Also i'd love to be using a mod like Combat Extended that can supply ammo to the game and make combat (ranged and melee) more realistic within the medieval environment.

Cheers and i'm excited to see everyone's mod lists!!
Mods with Medieval themed stuff?
Well, There are a few items in Tribal Essentials that might fit in a Medieval setting, like the Stoneoven, and some of the floors/walls. Maybe also earthen mound and pitfall trap.
Title: Re: [A-17b] Medieval Times (v. 1.73.A17b (Updated-7/26/2017))
Post by: sirgzu on August 28, 2017, 05:59:07 PM
I don't know what took me so long to finally try this mod, it is epic!

one thing though, armor price is way low to buy at the merchant, considering very OP. Feels imbalanced against vanilla
Quote from: Ledaren on July 26, 2017, 10:50:42 PM
Anyone here know if Skully Medieval Shields still working on A17? Would love to mix them with MedTimes again
I'd also to see this happening, with perhaps a few different types of shields?
Here is the link to the repo: https://github.com/Skullywag/MedievalShields
Title: Re: [A-17b] Medieval Times (v. 1.73.A17b (Updated-7/26/2017))
Post by: Sinclair200 on September 29, 2017, 04:49:02 AM
Hey guys, my ballista don't seem to hot or shoot anything.
Any suggestion?
Title: Re: [A-17b] Medieval Times (v. 1.73.A17b (Updated-7/26/2017))
Post by: Madman666 on September 29, 2017, 02:13:34 PM
Quote from: sirgzu on August 28, 2017, 05:59:07 PM
I don't know what took me so long to finally try this mod, it is epic!

one thing though, armor price is way low to buy at the merchant, considering very OP. Feels imbalanced against vanilla

This mod also has some really obliterating security buildings, if you talk about being OP. And its not really that OP when you finally encounter a couple late game medieval armored raids, that have numbers rivaling those of tribals and toughness close to that of elite mercenaries in power armor. Most armors in this mod are not that hard and expensive to make, hence the low trader costs. It was probably done to avoid player getting crapton of money by selling MT armors exclusively, as you can get those relative early and easy.

So I'd say this mod doesn't have to be balanced close to vanilla, it has a charming balance of its own. Things like stews can be considered imbalanced as well, since even weak stew gives some mood buff, while costing lower than even simple meal. I'd say its because MT balanced around role-playing medieval mostly, which could be nigh impossible without those OP armors, buildings and meals.
Title: Re: [A-17b] Medieval Times (v. 1.74.A17b (Updated-10/2/2017))
Post by: Vindar on October 02, 2017, 05:28:40 PM
Updated to (v. 1.74.A17b)
- Rebalanced cloth temperature multipliers
- Rebalanced steel Hp multipliers
- Core game workbenches are now minifiable
- Fixed bug of stone hearth having buik hearty stew.
======================================
DevNote: this is just an interim patch, It shouldn't affect savegames at all.
I'm on 1.79 w/ internal testing (it has some major changes and is a save buster, as such im going to wait til next alpha release to release it)
======================================

(Edit)
Updated to (v. 1.74b.A17b)
- Xpath patch Issue fix.
Title: Re: [A-17b] Medieval Times (v. 1.74.A17b (Updated-10/2/2017))
Post by: Madman666 on October 03, 2017, 01:45:32 AM
Quote from: Vindar on October 02, 2017, 05:28:40 PM
Updated to (v. 1.74.A17b)
- Rebalanced cloth temperature multipliers
- Rebalanced steel Hp multipliers
- Core game workbenches are now minifiable
- Fixed bug of stone hearth having buik hearty stew.
======================================
DevNote: this is just an interim patch, It shouldn't affect savegames at all.
I'm on 1.79 w/ internal testing (it has some major changes and is a save buster, as such im going to wait til next alpha release to release it)
======================================

(Edit)
Updated to (v. 1.74b.A17b)
- Xpath patch Issue fix.

Hey there, Vindar) Thanks again for your awesome mod! I pretty much never play without it now. I have couple of questions though. Recently raids got your additional clothing stuff again - they come with gauntlets and boots for example. Did you decide to let raids have them again?)

Also I would like to know about more precise value changes for cloth temperature stats and steel hp stat. How much are those values changed from those of core game? And if you were to hint what kind of interesting major change will finish off our saves in A18 version of Medieval Times would be real nice))
Title: Re: [A-17b] Medieval Times (v. 1.74b.A17b (Updated-10/2/2017))
Post by: sirgzu on October 03, 2017, 05:24:24 AM
Shouldn't armored boots (and gloves) slow pawns down instead of making them faster?
Title: Re: [A-17b] Medieval Times (v. 1.74b.A17b (Updated-10/2/2017))
Post by: Madman666 on October 03, 2017, 06:46:48 AM
Quote from: sirgzu on October 03, 2017, 05:24:24 AM
Shouldn't armored boots (and gloves) slow pawns down instead of making them faster?

Try to run barefooted on forest ground full or roots, small stones and other crap. Then try to run in heavy winter boots. I'd say you'll probably run faster with them just because you won't get your feet injured on a first sharp stone you step on. Thats probably the reason behind a buff. You'll be able to run faster in any kind of boots that will prevent damage to your feet :)
Title: Re: [A-17b] Medieval Times (v. 1.74b.A17b (Updated-10/2/2017))
Post by: sirgzu on October 03, 2017, 09:52:19 AM
There is another mod (can't remember at the top of my head) that brings in armored boots in the machining table. They have -0.5speed and it says, try running with a lump of metal on your feet... i think the previous argument would hold true for regular shoes and socks, not for armoured ones.
Title: Re: [A-17b] Medieval Times (v. 1.74b.A17b (Updated-10/2/2017))
Post by: TastyCookies on October 03, 2017, 01:57:09 PM
Thanks for the update, just a note to everyone who loads their game with this new update, any steel structures that were built will have to be repaired as the hp value went from 350 to 700.
Title: Re: [A-17b] Medieval Times (v. 1.74b.A17b (Updated-10/2/2017))
Post by: qq823677787 on October 13, 2017, 11:49:06 AM
I have translated this mod into ChineseSimplified and there is the Language pack.And if i can upload this to a chinese website named Baidu Post Bar . :)

[attachment deleted by admin: too old]
Title: Re: [A-17b] Medieval Times (v. 1.74b.A17b (Updated-10/2/2017))
Post by: Madman666 on October 16, 2017, 05:31:34 PM
Hey, @Vindar! I found a curious incompatibility in Medieval Times with Enhanced Prothetics and Organ Engineering mod. When you install advanced bionic bodyparts from EPOE you can't ever wear any kind of gauntlets or boots, game just says - "Can't equip - bodypart's missing". I know that dealing with mod incompatibilities isn't something you must do, since there is a ton of mods and you can't really have absolute compatibility with everything... But if you have some time spare, maybe you could look at it? I don't know, if I should ask this of you, or the EPOE's author, since i can't say I know what needs to be patched - artificial bodypart to be recognized as viable by your gear, or your gear to be able to be worn on artificial parts.
Title: Re: [A-17b] Medieval Times (v. 1.74b.A17b (Updated-10/2/2017))
Post by: Vindar on October 18, 2017, 08:15:36 PM
Quote from: qq823677787 on October 13, 2017, 11:49:06 AM
I have translated this mod into ChineseSimplified and there is the Language pack.And if i can upload this to a chinese website named Baidu Post Bar . :)

feel free to upload any translation packs wherever you feel it necessary.

In the future when the mod is finished i'll probably go looking for translation packs and ask their authors to incorporate them into the mod. Of course the mod is a long ways off of finished, so that's gonna be a while.

=============================================================

@Madman
answered on steam.

didn't know that 1.74b incorporated boots and stuff back in, its not supposed to yet.
Title: Re: [A-17b] Medieval Times (v. 1.74b.A17b (Updated-10/2/2017))
Post by: Madman666 on October 19, 2017, 01:54:27 AM
Yup, thanks for your time. I never even considered that vanilla RW mechanics made it so that bionic parts removed some natural parts entirely replacing several human parts at once with one that is combined, effectively destroying some of them... I imagine that would be a pain to workaround(.
Title: Re: [A-17b] Medieval Times (v. 1.74b.A17b (Updated-10/2/2017))
Post by: Beathrus on October 23, 2017, 11:51:07 AM
So, I'm having a bit or a problem. First off I have a line in the debug when I load, and I can't make any armor with 'winter coat'. x.x Such as 'Brigidine with Winter Cloak' Only with Tabards and Capes.

XML error: Could not find parent node named "MedTimes_BenchBase" for node "ThingDef". Full node: <ThingDef Name="MedTimes_BlacksmithsForgeBase" ParentName="MedTimes_BenchBase" Abstract="True"><ThingClass>Building_WorkTable</ThingClass><fillPercent>0.5</fillPercent><useHitPoints>True</useHitPoints><statBases><WorkToBuild>2000</WorkToBuild><MaxHitPoints>180</MaxHitPoints><Flammability>1.0</Flammability><Cleanliness>-5</Cleanliness></statBases><hasInteractionCell>True</hasInteractionCell><surfaceType>Item</surfaceType><inspectorTabs><li>ITab_Bills</li></inspectorTabs><comps><li Class="CompProperties_Refuelable"><fuelConsumptionRate>50.0</fuelConsumptionRate><fuelCapacity>100.0</fuelCapacity><fuelFilter><thingDefs><li>MedTimes_Resource_Coal</li><li>WoodLog</li><li>Bamboo</li><li>VG_Biofuel</li></thingDefs></fuelFilter><consumeFuelOnlyWhenUsed>true</consumeFuelOnlyWhenUsed></li><li Class="CompProperties_AffectedByFacilities"><linkableFacilities><li>ToolCabinet</li></linkableFacilities></li></comps><placeWorkers><li>PlaceWorker_ShowFacilitiesConnections</li></placeWorkers></ThingDef>
Verse.Log:Error(String)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
Title: Re: [A-18] Medieval Times (v. 1.88.A18 (Updated-11/18/2017))
Post by: Vindar on November 18, 2017, 01:39:47 PM
@ Beathrus
their was a change in the way the mod works in terms of brigadines and winter cloaks, the winter cloaked versions are/have been removed for the most part.

I'll look into the XML error.

===========================

Updated to (v. 1.88.A18)
- Added new Building "Eternity Forge". (Can be found w/ Orbital Traders)
- Added new item "Nanite Vial" (must be purchased via outlanders or orbital traders)
- New armour class "Nanite" (can be created via the eternity forge and nanite vials or purchased, non-degrading versions of armour.)
- Personal Computer is no longer craftable and must be purchased (Initial intention)
- Warbands can now be reasoned with.
- added new faction "Warbourne" (Hidden/Hostile)
- Added new Armour "Warbourne's Chain"
- Added new helmet, "Wearborne's helmet"
- Added new gauntlets "Warbourne's Gauntlets"
- Added new boots "Warbourne's Boots"
- Added new armour "Berserker's Chain"
- Added a new HiQ version of the Warknife.

- Added new helmet "Warlord's Helmet"
- Added new gauntlets, "Warlord's Gauntlets"
- Added new boots, "Warlord's Boots"

- New graphic for Marksman's Bracers
- New graphics for Graphic Novels

- removed various low tier weapons and armour variations.
- Added new belt, Toolbelt and smokepop toolbelt variation.

- Added new Weapon "Musket". (including sound effect)
- Added new Weapon "Morning Star"
- Added new Helmet "Full plated headwrap"

- New shrine added "Shrine of Pang Li"

- Added new weapon "The Wargod"
- Added new shieldbelt "Wargod's Crest"
- Added new weapon "Fragment of Mjolnir"

- Added new Statue "The Gentleman"
- Added New statue "Revenge Cat"

- Revised Item "Graphic Novel" as a drug (Initial intention)
- "Page Flips" sound effect created.
- Added new Building "Coal-fired Generator".
- Added new Building "Firepit". (Wood conscious campfire)
- Added new Building "Storage Pallet"
- Added new Recipie, Create Coal Chunks

- Tweaked Various graphics, stats and gameplay issues.
- Various Rebalancing.
- Other things I cant remember.


P.S.
Yes, i just realized where in beta now instead of alpha, I'll update all the tags on version 1.89
Title: Re: [B-18] Medieval Times (v. 1.89.B18 (Updated-11/20/2017))
Post by: Vindar on November 20, 2017, 04:10:39 PM
Updated to (v. 1.89.B18)
- Added new weapon "Fun Bunny"
- Fixed portable butcher block bug.
- Fixed various graphical bugs.
Title: Re: [B-18] Medieval Times (v. 1.89.B18 (Updated-11/20/2017))
Post by: akinata on November 23, 2017, 01:12:49 PM
jerked meat feels op in a way. no malus, high preservation rate, need any meat (pemmican that is roughly the same 'type' of food need meat AND vegetables) and is available since start.
why would one cook simple meals when you can cook jerked meat?
Title: Re: [B-18] Medieval Times (v. 1.89.B18 (Updated-11/20/2017))
Post by: Tiagolucast on November 24, 2017, 03:43:55 PM
Hey! Seems to be a very good mod indeed! But could someone please send me the non steam, non nexus link of the .17 alpha version, please? I don't have a premium account in the nexus! Dropbox or something alike should do, thanks!
Title: Re: [B-18] Medieval Times (v. 1.89.B18 (Updated-11/20/2017))
Post by: Muffalo Wool on December 02, 2017, 11:18:58 PM
Since this mod adds factions to the game, I'm curious to know if the world is limited to 5 different factions. Currently using Rimsenal which makes it so that there's 1 Outlander, Tribal, Pirate, Feral and Federation faction.
Title: Re: [B-18] Medieval Times (v. 1.89.B18 (Updated-11/20/2017))
Post by: Canute on December 03, 2017, 04:33:31 AM
If you don't get more then 5 faction try out
[A18] More vanilla factions
https://ludeon.com/forums/index.php?topic=29246.0
Title: Re: [B-18] Medieval Times (v. 1.89.B18 (Updated-11/20/2017))
Post by: kaptain_kavern on December 03, 2017, 12:04:41 PM
I prefer Faction Discovery, personally :p : https://ludeon.com/forums/index.php?topic=25159.0
Title: Re: [B-18] Medieval Times (v. 1.90.B18 (Updated-12/09/2017))
Post by: Vindar on December 09, 2017, 01:33:45 AM
(v. 1.90.B18)
- Added new building "Medieval Stool"
- Added new building "Medieval Cot"
- Added new accessory "Warbourne's Shield Belt"
- Added nanite version of toolbelt
- Fixed some missing de-crafting items.
- Some minor fixes i cant remember.
Title: Re: [B-18] Medieval Times (v. 1.90.B18 (Updated-12/09/2017))
Post by: cyberian on December 11, 2017, 07:59:56 AM
So I tried this mod and it has been so much fun.

Btw never try outshooting Scythers with Ballista. After 2 Ballista destroyed and two new arrivals loosing body parts I charged in with warhammers that did the trick. Shooting regular raiders with Ballista and catapult is fun though.
THX for the great work.
Those warlord shields that drop early are pretty OP but I guess its fine because they loose durability quickly and also attackers get very numerous and are quite threatening because fort value also goes up fast and the attackers come with pretty scary equipment.
Title: Re: [B-18] Medieval Times (v. 1.90.B18 (Updated-12/09/2017))
Post by: RyanRim on December 11, 2017, 09:12:55 AM
Is there a way I could download items and weapons separately, or you are not planning to split them?
Title: Re: [B-18] Medieval Times (v. 1.90.B18 (Updated-12/09/2017))
Post by: Vindar on December 12, 2017, 12:45:28 AM
Quote from: RyanRim on December 11, 2017, 09:12:55 AM
Is there a way I could download items and weapons separately, or you are not planning to split them?

individual separations and splitting will be done once the game and mod are both complete. until then it would create a massive headache (having to update each separate installment) and would greatly increase the chances that this mod doesn't make it to release. (just look at how many mods have already been lost throughout the alpha updates).

I intend to do splitting and things like the low/no techno version, but not until the game is released and the content i have is "done-ish" and working good.

In other news, new update:

Updated to: (v. 1.91.B18)
- Slightly increased cook time on preserved foods (Jerked/Dried/Cheese).
- Warbourne Shieldbelt can now be deconstructed.
- Added new building "Double Cot"
- Adjusted color of adobe bricks
- Added foot/hand gear to core game pawns (should be little difference in-game load on spawns, let me know if it isn't)
- Various adjustments to X-path coding (more will be comming)
- Fixed desigantion categories on various storage buildings (wooden pallet, combat stand, storage pot should now be visable in the (Medieval) tab.)


P.S.
Let me know if you guys find any bugs, like pink boxes and which item they are that's producing them. or graphics that look exactly like one another for some odd reason (except for rusty war knife/ war knife, thouse are supposed to look similar)


Title: Re: [B-18] Medieval Times (v. 1.91.B18 (Updated-12/12/2017))
Post by: Hydromancerx on December 12, 2017, 02:32:31 AM
(https://theloveforhistory.files.wordpress.com/2011/06/plague-doctor.jpg?w=470)

Please add a Plague Doctor Mask
Title: Re: [B-18] Medieval Times (v. 1.91.B18 (Updated-12/12/2017))
Post by: cyberian on December 12, 2017, 02:53:43 AM
Btw. does my steam workshop mod automatically update and break my savegame?

Sorry this has probably been asked a hundred times already just started playing Rimworld but this question is not answered in Reddit FAQ or forum sticky.

edit: just found this thread about copying mods and unsubscribing:
https://ludeon.com/forums/index.php?topic=29440.0
I guess I should do that before opening Rimworld next time? Or when does the mod actually download the new patch?
edit2: THX @Canute I guess I roll with it then
Title: Re: [B-18] Medieval Times (v. 1.91.B18 (Updated-12/12/2017))
Post by: Canute on December 12, 2017, 03:19:48 AM
If you are complety at the B18 version it doesn't matter much.
Most modder try to avoid safegame breaking patches.
But you should keep these option at mind for the next Rimworld release if you want to play B18 with your mods.
Title: Re: [B-18] Medieval Times (v. 1.91.B18 (Updated-12/12/2017))
Post by: cyberian on December 12, 2017, 05:46:57 AM
Btw. how does ammo work? My catapults seem to have fired without having ammo while the murder holes did not (but maby I just used it wrong).
Yet have to craft ammo as I only have 2 crafters who are busy with too many bills.
Title: Re: [B-18] Medieval Times (v. 1.91.B18 (Updated-12/12/2017))
Post by: Vindar on December 12, 2017, 03:36:08 PM
Quote from: Hydromancerx on December 12, 2017, 02:32:31 AM
(https://theloveforhistory.files.wordpress.com/2011/06/plague-doctor.jpg?w=470)

Please add a Plague Doctor Mask



Its been on the list for a while, when i get around to it i will.



Quote from: cyberian on December 12, 2017, 02:53:43 AM
Btw. does my steam workshop mod automatically update and break my savegame?

Sorry this has probably been asked a hundred times already just started playing Rimworld but this question is not answered in Reddit FAQ or forum sticky.

edit: just found this thread about copying mods and unsubscribing:
https://ludeon.com/forums/index.php?topic=29440.0
I guess I should do that before opening Rimworld next time? Or when does the mod actually download the new patch?
edit2: THX @Canute I guess I roll with it then

I go out of my way to avoid save game breaker updates  until official updates. the only time you should experience a save breaker w/ med times is when their is a large official update such as the beta 18 update. I also keep backups of the last patch for the major updates on the nexus site (alpha 17, 16, ect.)


Quote from: cyberian on December 12, 2017, 05:46:57 AM
Btw. how does ammo work? My catapults seem to have fired without having ammo while the murder holes did not (but maby I just used it wrong).
Yet have to craft ammo as I only have 2 crafters who are busy with too many bills.

It should work pretty basically, using explosive pots as ammo, but i have no idea if it actually does or not.

beta 18 did some updates to how ammo can work and the catapult was changed as a result, i have yet to test it out cause i've been pretty busy. hopefully by the end of the day i can have some testing on it and figure out if it even works and get around to finishing what was planned for it by the next patch. (that it still needed work slipped my mind for a while there)

=================
P.S.
Found a bug on the full mufaloon rug that will be fixed for the next patch (rug was missing the minifiable def)
Title: Re: [B-18] Medieval Times (v. 1.92.B18 (Updated-12/15/2017))
Post by: Vindar on December 15, 2017, 02:41:48 PM
Updated to (v. 1.92.B18)
- Added new Building "Tribals" Rug.
- Fixed "Full Muffaloon" Rug bug.
- Fixed Medieval Turrents bug.
(Murder Holes/Catapults shell system was broken. In order to work properly in current games, new turrent buildings will need to be constructed.)
- Updated graphics for Warbourne Sheildbelts.
- Some minor bug fixes/graphic tweaks.
Title: Re: [B-18] Medieval Times (v. 1.92.B18 (Updated-12/15/2017))
Post by: cyberian on December 16, 2017, 04:52:40 PM
does anyone know why I can't seem to be able to smelt some of the items:
(https://i.imgur.com/A3wPkcO.png)
(https://i.imgur.com/7rBvc62.png)
Title: Re: [B-18] Medieval Times (v. 1.93.B18 (Updated-12/16/2017))
Post by: Vindar on December 16, 2017, 08:46:38 PM
Updated to (v. 1.93.B18)
- Fixed Ballista Bug.
Title: Re: [B-18] Medieval Times (v. 1.93.B18 (Updated-12/16/2017))
Post by: Sarge on December 24, 2017, 02:27:45 PM
I'm a masochist when it comes to gaming. For some reason I always have to try beat a game swimming against the current, pissing upwind. However, when raiders rock up at my front door with rifles and I'm still packing bow and arrow it gets too much.

I decided to cut myself some slack and cap it out at medieval stuffs. I love the era in any case so all wins. I also grab the Megafauna (https://ludeon.com/forums/index.php?topic=34432.0) mod as well as Giddyup (https://ludeon.com/forums/index.php?topic=37323.0), cause steeds and pop the cherry on top with RunandGun (https://ludeon.com/forums/index.php?topic=36061.0). Shit's going to be epic.

First raider shows up pinching a boar between his legs. Brilliant! Except he's wielding a .44 Magnum. Kamaaaaaan  :o

How do I make it so that there are only medieval stuffs in the game?
How do I make it stay there too... no research into electricity, no nothing beyond Baldric (https://res.cloudinary.com/jpress/image/fetch/w_700,f_auto,ar_3:2,c_fill/https://www.lep.co.uk/webimage/1.8481661.1491570957!/image/image.jpg), my 'castle' and I?
Title: Re: [B-18] Medieval Times (v. 1.93.B18 (Updated-12/16/2017))
Post by: Sarge on December 27, 2017, 07:27:06 AM
@OP Fyi: From Combat Extended (https://ludeon.com/forums/index.php?topic=33461.570)

Quote from: Sarge on December 27, 2017, 06:42:58 AM
Quote from: Maeyanie on December 26, 2017, 09:30:39 PM
Quote from: Sarge on December 26, 2017, 06:13:49 PM
Is this message maybe saying why there's a problem with the ammo in my game and how I can fix it?


Exception from long event: System.NullReferenceException: Object reference not set to an instance of an object
  at CombatExtended.AmmoInjector.InjectAmmos () [0x00000] in <filename unknown>:0
  at CombatExtended.AmmoInjector.Inject () [0x00000] in <filename unknown>:0
  at Verse.LongEventHandler.UpdateCurrentSynchronousEvent (System.Boolean& sceneChanged) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.LongEventHandler:UpdateCurrentSynchronousEvent(Boolean&)
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Update_Patch1(Object)
Verse.Root_Entry:Update()


I got a similar message when I was first trying the B18 versions of everything, and it ended up being a conflict with a weapon mod which was not yet updated for the B18 version of CE. In my particular case it was Medieval Times, but it's likely at least some other weapon-containing mods have the same issue. Properly updated weapon mods (of which the only one I know is the Rambo one) do seem to work fine though.

Thanks a stack. Medieval Times (https://ludeon.com/forums/index.php?topic=22316.msg387632#msg387632) is one of the new mods I loaded. Let me remove it from my mod list to test.

EDIT: Yes, you were correct. I removed Medieval Times (https://ludeon.com/forums/index.php?topic=22316.msg387632#msg387632), the error message was no longer there and a quick new game tested that ammo was back in without a problem.

Quick Test:
Have a pawn pick ammo up from ground on start and then attack an animal that will knock it out or kill it. If the ammo drops to the ground, all's good. If the problem is still there, no ammo will drop and there will be none in the pawns inventory.

It also appears that, if the problem is there, if you un-forbid the ammo on game start and haul it to a stockpile, the moment they drop it in the stockpile it disappears.
Title: Re: [B-18] Medieval Times (v. 1.93.B18 (Updated-12/16/2017))
Post by: Umbreon117 on December 27, 2017, 09:46:28 AM
Quote from: Sarge on December 24, 2017, 02:27:45 PM
I'm a masochist when it comes to gaming. For some reason I always have to try beat a game swimming against the current, pissing upwind. However, when raiders rock up at my front door with rifles and I'm still packing bow and arrow it gets too much.

I decided to cut myself some slack and cap it out at medieval stuffs. I love the era in any case so all wins. I also grab the Megafauna (https://ludeon.com/forums/index.php?topic=34432.0) mod as well as Giddyup (https://ludeon.com/forums/index.php?topic=37323.0), cause steeds and pop the cherry on top with RunandGun (https://ludeon.com/forums/index.php?topic=36061.0). Shit's going to be epic.

First raider shows up pinching a boar between his legs. Brilliant! Except he's wielding a .44 Magnum. Kamaaaaaan  :o

How do I make it so that there are only medieval stuffs in the game?
How do I make it stay there too... no research into electricity, no nothing beyond Baldric (https://res.cloudinary.com/jpress/image/fetch/w_700,f_auto,ar_3:2,c_fill/https://www.lep.co.uk/webimage/1.8481661.1491570957!/image/image.jpg), my 'castle' and I?
Faction Control mod. I forget who made it, but you can edit it so only tribals and medieval factions spawn.

Edit: No electricity is all on you not researching it though.
Title: Re: [B-18] Medieval Times (v. 1.93.B18 (Updated-12/16/2017))
Post by: Canute on December 27, 2017, 09:47:44 AM
Faction Control (https://ludeon.com/forums/index.php?topic=36687.msg385550#msg385550)
Title: Re: [B-18] Medieval Times (v. 1.93.B18 (Updated-12/16/2017))
Post by: Sarge on December 27, 2017, 11:27:51 AM
Ohhhssshhhiiiiiiiitttt. Now they gonna get a hurtin' real bad! Thank you so much dudes!
Title: Re: [B-18] Medieval Times (v. 1.93.B18 (Updated-12/16/2017))
Post by: 123456789 on January 01, 2018, 12:18:26 PM
medieval times breaks the pleasure cruiser trade ship from additional joy objects.it has no items or silver.
i'm certain it's this mod causing it since the trade ship worked just fine after i removed it

Title: Re: [B-18] Medieval Times (v. 1.93.B18 (Updated-12/16/2017))
Post by: Nozza on January 14, 2018, 05:21:03 AM
Just reinstalled the mod after a fresh install of the game. Got an error message at load saying that there were 8 Defs it couldn't find. https://pastebin.com/xBJG0PyV
Title: Re: [B-18] Medieval Times (v. 1.93.B18 (Updated-12/16/2017))
Post by: Harry_Dicks on January 15, 2018, 01:13:21 AM
What are the little Green/Purple circles that appear on weapons icons in the corners? (Nan) and another one?

EDIT: Nevermind, Nanite (I'm guessing an expensive alloy or metal to craft with?) and Legendary, I think there might be one more..
Title: Re: [B-18] Medieval Times (v. 1.93.B18 (Updated-12/16/2017))
Post by: Vindar on January 24, 2018, 08:14:47 PM
Quote from: Harry_Dicks on January 15, 2018, 01:13:21 AM
What are the little Green/Purple circles that appear on weapons icons in the corners? (Nan) and another one?

EDIT: Nevermind, Nanite (I'm guessing an expensive alloy or metal to craft with?) and Legendary, I think there might be one more..

(N), (A), (L)
(Nan), (Art), (Leg)
Nanite, Artifact, Legendary

the little bubbles are quick visual cues to let you know if the item is special, used the tags Nan, Art, Leg for people who may be colorblind or when the system offers them up as rewards so you dont get offered techno gloves and ask weather their legendary or just an artifact.

--------------------------------------------------------------

Updated to (v. 1.94.B18)
- Added new weapon "The Black Bow"
- New sound effect for catapults stone chunks ammo and explosive pot ammo
- Explosive pots can now be buried to create firepot traps.
- Rebalenced spawn rates on warbands and warboune wanderers.
- Other stuff I dont remember.
Title: Re: [B-18] Medieval Times (v. 1.94.B18 (Updated-1/24/2018))
Post by: JustALittleCrazyTalk on February 11, 2018, 01:10:20 PM
This really needs unified crafting benches because its impossible to prioritize between mod and vanilla workbenches.
Title: Re: [B-18] Medieval Times (v. 1.94.B18 (Updated-1/24/2018))
Post by: Harry_Dicks on February 11, 2018, 01:25:44 PM
You could maybe try the mod Improved Workbenches, or zone restrictions.
Title: Re: [B-18] Medieval Times (v. 1.94.B18 (Updated-1/24/2018))
Post by: JustALittleCrazyTalk on February 14, 2018, 03:30:53 AM
Neither of those things help, I don't think I explained the problem very well.

In vanilla, you can order the cook to make 10 meals, then whenever that bill is satisfied make pemmican.

There's no way to tell the cook make stew, then make pemmican.  Zone restriction/Better Workbenches Management just manages multiple cooks using different bills.
Title: Re: [B-18] Medieval Times (v. 1.94.B18 (Updated-1/24/2018))
Post by: Canute on February 14, 2018, 04:24:33 AM
Maybe you need to explain more detailed what you want.

Normaly i let my cook(s) made stew until got 40 with a pause until the amount got to 20.
Then he is doing pemmican until 2000.

Title: Re: [B-18] Medieval Times (v. 1.94.B18 (Updated-1/24/2018))
Post by: Mufflamingo on February 16, 2018, 12:31:34 AM
Quote from: JustALittleCrazyTalk on February 14, 2018, 03:30:53 AM
Neither of those things help, I don't think I explained the problem very well.

In vanilla, you can order the cook to make 10 meals, then whenever that bill is satisfied make pemmican.

There's no way to tell the cook make stew, then make pemmican.  Zone restriction/Better Workbenches Management just manages multiple cooks using different bills.

I get what he means.

I too have a bill in the firepit to make 50 jerky and a cook 10 simple meals.

My cook will always cook the jerky before the meals.

If the workbench is unified we can move the meals to a higher priority through the bill tab.
Title: Re: [B-18] Medieval Times (v. 1.93.B18 (Updated-12/16/2017))
Post by: VincentJ on February 18, 2018, 09:10:43 AM
Quote from: Vindar on January 24, 2018, 08:14:47 PM
(Nan) for Nanite

Why nanite ? Why objects should be considered as nanites ? I don't understand.



Hello. I wanted to notify an issue on your excellent mod, medieval times : I realised that medieval high cost stuff, like beautiful swords or helmets, are around 5000 sliver, sometimes more, while machineguns or precision rifles cost only 800 or 1000 silver, sometimes even cheaper.

Very cheap actually, I could afford it almost at the beggining of the game, now I know a little bit more how to make money. But that would make the medieval weaponry useless.
Title: Re: [B-18] Medieval Times (v. 1.93.B18 (Updated-12/16/2017))
Post by: Harry_Dicks on February 18, 2018, 09:23:24 AM
Quote from: VincentJ on February 18, 2018, 09:10:43 AM
Hello. I wanted to notify an issue on your excellent mod, medieval times : I realised that medieval high cost stuff, like beautiful swords or helmets, are around 5000 sliver, sometimes more, while machineguns or precision rifles cost only 800 or 1000 silver, sometimes even cheaper.

Very cheap actually, I could afford it almost at the beggining of the game, now I know a little bit more how to make money. But that would make the medieval weaponry useless.

I think the cost of this stuff is relative to it's actual value to you as the player. Just because a sword from the medieval age costs more than a ranged weapon from the industrial age doesn't mean it doesn't have to make sense. Sure, one is a melee weapon versus a firearm. But maybe this is one of the nanite swords, and it does way more melee DPS than a regular longsword? Maybe the nanite suit of platearmor gives more protection than an armored vest, which gives more protection than a regular suit of platearmor?

In the meantime, you can also edit the xml defs to lower the costs to whatever you would think is appropriate. If you aren't confident in your ability to do this, I would recommend downloading the mod RIMMSqol. It will allow you to change virtually every value you can imagine in the game through it's in game interface. I think this includes the cost of items. Don't forget some values are multiplied by an item's quality.

I've made an imgur album showcasing the mod RIMMSqol incase anyone is interested
https://imgur.com/a/0zoD1

RIMMSqol
https://steamcommunity.com/sharedfiles/filedetails/?id=1084452457
Title: Re: [B-18] Medieval Times (v. 1.93.B18 (Updated-12/16/2017))
Post by: VincentJ on February 18, 2018, 10:24:23 AM
I've seen there is a lot of mods allowing you to extract and change game data. But my list of mods is already way too long, I 'ld prefer find the files and the lines I need to change.

The issue is not that melee weapons are so expansive, the issue is that vanilla guns are so cheap.

I've been searching for a while the famous defs files, I've found them, then I looked for a line talking about the costs.
The only costs I've found are the costs of fabrication, how many steel it takes to make a gun.

I had another question... has anybody ever thought of making a translation of this mod ?
Title: Re: [B-18] Medieval Times (v. 1.93.B18 (Updated-12/16/2017))
Post by: Harry_Dicks on February 18, 2018, 12:21:42 PM
Quote from: VincentJ on February 18, 2018, 10:24:23 AM
I've been searching for a while the famous defs files, I've found them, then I looked for a line talking about the costs.
The only costs I've found are the costs of fabrication, how many steel it takes to make a gun.
Sorry friend, but I don't know the answer of the top of my head. But it sounds like you are on the right path. Just keep pushing and try new things, you'll figure it out! :)

Quote from: VincentJ on February 18, 2018, 10:24:23 AM
I had another question... has anybody ever thought of making a translation of this mod ?
I think I can say with fairly high confidence that any mod author should not have any issue with people making translations for their mods. Maybe someone will, but that'd be bit silly if you were to ask me. Still, it would help to at least see if anyone else is in the process of making a translation at the time. Maybe check out the some RW Discord modding channels, or see if there's one for the author/mod.
Title: Re: [B-18] Medieval Times (v. 1.94.B18 (Updated-1/24/2018))
Post by: Ruisuki on February 20, 2018, 07:13:26 PM
I couldnt quite make out whether activating mod mid game will break it or whether theres only a chance it will? Using faction discovery should allow the factions to show up with an existing save regardless right?
Title: Re: [B-18] Medieval Times (v. 1.94.B18 (Updated-1/24/2018))
Post by: Harry_Dicks on February 20, 2018, 07:15:09 PM
Quote from: Ruisuki on February 20, 2018, 07:13:26 PM
I couldnt quite make out whether activating mod mid game will break it or whether theres only a chance it will? Using faction discovery shuld allow the factions to show up right?

I would think this mod might be okay. It's xml only as far as I can remember, and I would think with faction discovery it can work. Not 100% sure though, but hey worth a shot.

Also, make backups of your saves if you are going to try to load any mods mid game and aren't sure of their impact. That, combined with ModSwitch, and you shouldn't have too many issues swapping around configs and/or reloading mod lists if things don't go as you would have liked.
Title: Re: [B-18] Medieval Times (v. 1.94.B18 (Updated-1/24/2018))
Post by: henk on March 08, 2018, 12:28:29 AM
I don't understand, if this mod doesn't remove vanilla stuff, then what prevents raiders from wiping me with sniper rifles?
Title: Re: [B-18] Medieval Times (v. 1.94.B18 (Updated-1/24/2018))
Post by: Canute on March 08, 2018, 02:27:54 AM
Noone prevent you to use other mod like
Tribal planet
Faction control
so no other faction then tribal's will appear at your world.

And what is doing a barbarian with a big ass sword when he notice a sniper ?
He hide behind a corner until the stupid sniper come in range to rush him.
Title: Re: [B-18] Medieval Times (v. 1.94.B18 (Updated-1/24/2018))
Post by: Harry_Dicks on March 08, 2018, 08:23:20 PM
Quote from: henk on March 08, 2018, 12:28:29 AM
I don't understand, if this mod doesn't remove vanilla stuff, then what prevents raiders from wiping me with sniper rifles?

It's not like medieval weapons/armor are like paper vs steel when it comes to their stats. And there are very high class versions of weapons in this mod, nanite, legendary, and ancient. Plus, if you really want to, you can always change around these values in the xml, it's really not too difficult and I can help you if you want, just ping me in Discord.
Title: Re: [B-18] Medieval Times (v. 1.94.B18 (Updated-1/24/2018))
Post by: henk on March 09, 2018, 07:56:55 AM
NM, I found a solution (http://steamcommunity.com/sharedfiles/filedetails/?id=964813358).

Btw, have anyone encountered this Debug error "Exception drawing Human_Corpse67734: System.NullReferenceException: Object reference not set to an instance of an object":

at FacialStuff.HumanBipedDrawer.DrawHands (UnityEngine.Vector3,bool,bool,FacialStuff.HandsToDraw) <0x00147>
at FacialStuff.CompBodyAnimator.DrawHands (UnityEngine.Vector3,bool,bool) <0x00080>
at FacialStuff.Harmony.HarmonyPatch_PawnRenderer.Prefix (Verse.PawnRenderer,UnityEngine.Vector3,UnityEngine.Quaternion,bool,Verse.Rot4,Verse.Rot4,Verse.RotDrawMode,bool,bool) <0x011fa>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnInternal_Patch1 (object,UnityEngine.Vector3,UnityEngine.Quaternion,bool,Verse.Rot4,Verse.Rot4,Verse.RotDrawMode,bool,bool) <0x001ba>
at (wrapper dynamic-method) Verse.PawnRenderer.RenderPawnAt_Patch2 (object,UnityEngine.Vector3,Verse.RotDrawMode,bool) <0x00c26>
at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3) <0x00061>
at Verse.Corpse.DrawAt (UnityEngine.Vector3,bool) <0x00069>
at Verse.Thing.Draw () <0x00047>
at Verse.ThingWithComps.Draw () <0x00010>
at Verse.DynamicDrawManager.DrawDynamicThings () <0x003bd>

Verse.Log:Error(String)
Verse.DynamicDrawManager:DrawDynamicThings()
Verse.Map:MapUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()


I am getting this on my new Medieval playthrough, with dead raiders that get to root for a while. Is this something todo with this mod or something else?
Title: Re: [B-18] Medieval Times (v. 1.94.B18 (Updated-1/24/2018))
Post by: henk on March 09, 2018, 03:28:52 PM
Is there any documentation of the mod's items?  It is hard to decide where to use my meager resources when I need to build items to see (some) of their stats.
Title: Re: [B-18] Medieval Times (v. 1.94.B18 (Updated-1/24/2018))
Post by: henk on March 10, 2018, 06:43:58 AM
Is there anyway I can lookup the stats in the mod files myself?   For example, whether the Improved Blacksmith Forge' offer better crafting speed than 'Blacksmith Forge' or just offer access to 2nd tier products?
Title: Re: [B-18] Medieval Times (v. 1.94.B18 (Updated-1/24/2018))
Post by: Harry_Dicks on March 10, 2018, 04:10:50 PM
Quote from: henk on March 10, 2018, 06:43:58 AM
Is there anyway I can lookup the stats in the mod files myself?
Of course. Just go to the Defs folder in said mod and start browsing away! It really isn't too complicated once you've spent a few minutes checking stuff out.

Also, I would recommend Notepad++ for editing xml defs, maybe even just browsing them...
Title: Re: [B-18] Medieval Times (v. 1.94.B18 (Updated-1/24/2018))
Post by: Vane on March 12, 2018, 04:06:06 PM
Love this mod! How do you make Warbourne stuff? It's not in any of the Medieval tables, unless I'm doing something wrong?

Also more viking inspired gear would be awesome!
Title: Re: [B-18] Medieval Times (v. 1.94.B18 (Updated-1/24/2018))
Post by: henk on March 14, 2018, 12:58:48 PM
Can anyone explain weapon stats? For example, what is melee bulk? do I really care about weapons mass with carrying capacity of 70? or should I just pick the weapon with highest DPS? Also any rule of thumb regarding damage type?
Title: Re: [B-18] Medieval Times (v. 1.94.B18 (Updated-1/24/2018))
Post by: henk on March 15, 2018, 12:29:53 PM
I don't understand. My assumption is that bulkier weapon will be harder to use (hit less) But an arming sword with higher hit chance bonus, higher DPS and lower mass and lower bulk has lower market value.. so is higher melee bulk is a good thing, just market values are not balanced, or what ?!

Few examples of cutting weapons:

[b]Arming sword, excellent:[/b]

Weapon melee bulk: 50%
Melee damage DPS: 10.12
Melee hit chance: +7.5
Mass 0.85
Market value: 415

[b]Bearded Battle Axe, excellent:[/b]

Weapon melee bulk: 120%
Melee damage DPS: 10.05
Melee hit chance: +5
Mass 2.0
Market value: 530

[b]War Knife, excellent:[/b]

Weapon melee bulk: 100%
Melee damage DPS: 10.31
Melee hit chance: +7.5
Mass 1.6
Market value: 560

[b]Medieval Long sword, excellent:[/b]

Weapon melee bulk: 100%
Melee damage DPS: 10.48
Melee hit chance: +7.5
Mass 1.25
Market value: 595

[b]Halberd, excellent:[/b]

Weapon melee bulk: 120%
Melee damage DPS: 10.31
Melee hit chance: +10
Mass 2.0
Market value: 580

[b]Battle Axe, excellent:[/b]

Weapon melee bulk: 120%
Melee damage DPS: 9.81
Melee hit chance: +7.5
Mass 2.0
Market value: 595
Title: Re: [B-18] Medieval Times (v. 1.94.B18 (Updated-1/24/2018))
Post by: Canute on March 15, 2018, 02:22:46 PM
DPS is the calculation of the Damage and speed.
But that is removed with B18.
Mellee bulk
<description>How difficult to wield a weapon is in close combat. Lighter ranged weapons will fire more often in melee.
That is basicly the speed, lower bulk value = faster weapons, higher bulk = slower.
With a faster weapon you can create many small wounds.

Title: Re: [B-18] Medieval Times (v. 1.94.B18 (Updated-1/24/2018))
Post by: henk on March 15, 2018, 03:58:11 PM
Quote from: Canute on March 15, 2018, 02:22:46 PM
DPS is the calculation of the Damage and speed.
But that is removed with B18.[/code]

Then how do I measure the lethality of each weapon?  There is no other variable for damage, per second or otherwise.

Quote from: Canute on March 15, 2018, 02:22:46 PM
Mellee bulk
<description>How difficult to wield a weapon is in close combat. Lighter ranged weapons will fire more often in melee.
That is basicly the speed, lower bulk value = faster weapons, higher bulk = slower.
With a faster weapon you can create many small wounds.

That what I assumed above, which means that 'Arming sword' is better than 'Bearded Battle Axe' in every way, but that is not reflect in its market value :/   
Title: Re: [B-18] Medieval Times (v. 1.94.B18 (Updated-1/24/2018))
Post by: henk on March 22, 2018, 10:05:30 AM
One of the most frustrating thing in late game is the luck of 'Electric crematorium'. While ostensibly 'corpse bonefires' serve the same function, their con is that they are not persistent and thus you keep finding yourself re-building and re-adding bills after each little skirmish.

At least with better workmangment you can created a forbidden dummy bonefires, to be used to esily copy/paste my bills to new bonefires. Still its annoying.
Title: Re: [B-18] Medieval Times (v. 1.94.B18 (Updated-1/24/2018))
Post by: Canute on March 22, 2018, 11:03:30 AM
You can use JTExport too.
https://ludeon.com/forums/index.php?topic=37177.0
Title: Re: [B-18] Medieval Times (v. 1.94.B18 (Updated-1/24/2018))
Post by: chewedpencil on April 08, 2018, 06:11:00 PM
so does anyone else get a sound bug when you use the Fragment of Mjolnir? Like something is being hit 1000 times a second and it doesn't go away?

Edit: Huh, it seems to do this with any legendary weapon. i will see if it does it all the time or only when it 1 hits something
Edit2: so i looked in the debug log and it was that simple sidearms was trying to do something. i uninstalled it and now i dont 1 hit megasloths and thrumbos
Title: Re: [B-18] Medieval Times (v. 1.94.B18 (Updated-1/24/2018))
Post by: Wheatley on April 14, 2018, 02:45:32 PM
Could anyone tell me how to fiddle around with the caravan stats? As much as I love this mod, 3/4 caravans seem to be from a medieval merchant. I can't remember the last time I saw a pirate or exotic trader.
Title: Re: [B-18] Medieval Times (v. 1.94.B18 (Updated-1/24/2018))
Post by: DarkSpheres7 on April 22, 2018, 03:53:49 AM
Hi! Is there any place to see what items of the mod actually does? It'd be a great help. Like for example, knowing what the "Shine of the creator" would look like or something. Also most of the items don't really have descriptions making it more difficult to know what they do and how they work. Great mod nonetheless!
Title: Re: [B-18] Medieval Times (v. 1.94.B18 (Updated-1/24/2018))
Post by: Canute on April 22, 2018, 05:33:00 AM
I just can give you the general hint to enable the dev. mode.
Place the building with God mode, check it out, then use Destroy to remove it.
Spawn weapon/armor with the proper tool, check the stats (since the info don't show all stats) and destroy it afterwards.
Title: Re: [B-18] Medieval Times (v. 1.94.B18 (Updated-1/24/2018))
Post by: Tamias on April 26, 2018, 10:34:46 AM
I just thought I'd mention here that Medieval Times + Combat Extended has been updated to B18:
https://ludeon.com/forums/index.php?topic=34753.0
Title: Re: [B-18] Medieval Times (v. 1.94.B18 (Updated-1/24/2018))
Post by: Wanderer_joins on April 30, 2018, 07:29:05 AM
Really a great mod. I'd love to see medieval sappers.
Title: Re: [B-18] Medieval Times (v. 1.94.B18 (Updated-1/24/2018))
Post by: Tridentviper on June 06, 2018, 01:13:38 AM
Is this compatible with sk hardcore??
Title: Re: [B-18] Medieval Times (v. 1.94.B18 (Updated-1/24/2018))
Post by: Canute on June 06, 2018, 04:04:14 AM
HCSK got it own medivial stuff so far i remember.
And you shouldn't add such complex mod like this to a monster mod like HCSK.
Title: Re: [B-18] Medieval Times (v. 1.94.B18 (Updated-1/24/2018))
Post by: WolfgangPolska on June 10, 2018, 11:03:57 AM
How do I aquire smoothbore musket?
Title: Re: [B-18] Medieval Times (v. 1.94.B18 (Updated-1/24/2018))
Post by: Solartemplar on June 16, 2018, 06:19:57 PM
Hey, how much would it cost for me to pay you to get you to add some specific weapons to Medieval times?
Title: Re: [B-18] Medieval Times (v. 1.94.B18 (Updated-1/24/2018))
Post by: SetArk on June 17, 2018, 11:06:24 AM
Quick question.
Does the Forester Axe, improve the speed of chopping down trees?
Title: Re: [B-18] Medieval Times (v. 1.94.B18 (Updated-1/24/2018))
Post by: SetArk on June 18, 2018, 08:01:34 AM
Hail!
There is anywhere, an documentation on the stats of the new equipaments?
Title: Re: [B-18] Medieval Times (v. 1.94.B18 (Updated-1/24/2018))
Post by: SetArk on July 07, 2018, 01:49:13 PM
Hey.
So, there is any way to create an "Society Royal Plate Armor"?
Or is it just meant to be bought?
Because, i've got already the Eternal Forge, and it asks one to create the Leg or Nanite version.
None of the other forges seems to allow me to make an "Art" version of any armor.
Title: Re: [B-18] Medieval Times (v. 1.94.B18 (Updated-1/24/2018))
Post by: Lucifer on August 20, 2018, 01:44:49 PM
Is the Hounskull halmet in this?
Title: Re: [B-18] Medieval Times (v. 1.94.B18 (Updated-1/24/2018))
Post by: BlackViperMWG on August 28, 2018, 04:35:54 PM
Quote from: SetArk on June 17, 2018, 11:06:24 AM
Quick question.
Does the Forester Axe, improve the speed of chopping down trees?

IIRC it does.
Title: Re: [B-18] Medieval Times (v. 1.94.B18 (Updated-1/24/2018))
Post by: Logicsol on August 31, 2018, 05:33:23 PM
Any word on a B19 update?
Title: Re: [B-19] Medieval Times (v. 1.96.B19 (Updated-9/4/2018))
Post by: Vindar on September 04, 2018, 08:50:14 PM
Updated to (v. 1.96.B19)
- Main update to Beta 19
- Stuff I'm sure i've forgotten about.
Title: Re: [B-19] Medieval Times (v. 1.96.B19 (Updated-9/4/2018))
Post by: kaleidx on September 04, 2018, 08:58:01 PM
Awesome news! Really needed this in my playthroughs. Not many apparel mods for new version yet.
Title: Re: [B-19] Medieval Times (v. 1.96.B19 (Updated-9/4/2018))
Post by: mvargus on September 04, 2018, 11:01:59 PM
quick question, is there a way to turn off the hostile warband when setting up a new game with this mod.  I like the features, but the oversized raids that seem to come from this mod have always been something that's kept my enjoyment down when trying to keep a colony going.
Title: Re: [B-19] Medieval Times (v. 1.96.B19 (Updated-9/4/2018))
Post by: TheAtomicOption on September 05, 2018, 11:00:02 AM
That's a lot of great looking content. Have you considered splitting this into a core + addons setup the way most other mod authors have?

Personally I'd use the buildings/furniture in every modpack even if the factions, or armor and weapons didn't fit, but that'd only be possible if they were separate files. I think a good content split would be something like: 1. Core (research and other shared stuff) 2. Furniture and buildings 3. Weapons and Armor 4. Factions

Title: Re: [B-19] Medieval Times (v. 1.96.B19 (Updated-9/4/2018))
Post by: Chisato on September 06, 2018, 07:58:02 AM
Would this be compatible with Lord of the Rims?
Title: Re: [B-19] Medieval Times (v. 1.96.B19 (Updated-9/4/2018))
Post by: Ruisuki on September 06, 2018, 12:32:58 PM
Quote from: TheAtomicOption on September 05, 2018, 11:00:02 AM
That's a lot of great looking content. Have you considered splitting this into a core + addons setup the way most other mod authors have?

Personally I'd use the buildings/furniture in every modpack even if the factions, or armor and weapons didn't fit, but that'd only be possible if they were separate files. I think a good content split would be something like: 1. Core (research and other shared stuff) 2. Furniture and buildings 3. Weapons and Armor 4. Factions
i agree
Title: Re: [B-19] Medieval Times (v. 1.97.B19 (Updated-9/6/2018))
Post by: Vindar on September 06, 2018, 04:06:45 PM
Updated to (v. 1.97.B19)
- New graphic for Flak Pants
- adjusted values on cold weather tolerance.
Title: Re: [B-19] Medieval Times (v. 1.972.B19 (Updated-9/25/2018))
Post by: Vindar on September 25, 2018, 04:48:11 PM
Updated to (v. 1.972.B19)
- Fixed royal plated temp bug
- Basic re-balence of armors stats
Title: Re: [B-19] Medieval Times (v. 1.972.B19 (Updated-9/25/2018))
Post by: Olib on October 01, 2018, 03:25:00 AM
It would be really great if this would co-operate with cupros alloys (https://steamcommunity.com/sharedfiles/filedetails/?id=1474904096&searchtext=alloys). I feel like it would add quite a lot to your mod if you could make the armour/weapons out of all the different metal types from this mod. No idea if that is viable or not, just an idea.

Not that your mod is not fun as it is, I really enjoy it.
Title: Re: [B-19] Medieval Times (v. 1.972.B19 (Updated-9/25/2018))
Post by: zmadz on October 03, 2018, 02:20:07 PM
i thought u could craft stuff from alloys just needs his weapons to be stuffed
Title: Re: [B-19] Medieval Times (v. 1.972.B19 (Updated-9/25/2018))
Post by: starlightshimmers on October 09, 2018, 10:37:32 PM
I literally only play this game for this mod. Great mod.

The only thing I'm having trouble with is that all the armour require wood or steel. It should be possible to make armours out of other materials, not just steel or wood.
Title: Re: [RW-1.0.2059] Medieval Times (v. 1.974.B-19 (Updated-10/22/2018))
Post by: Vindar on October 22, 2018, 07:47:46 AM
Updated to (v. 1.974.B19)
- Updated to Rimworld version 1.0.2059
- Balenced bows.

=================

P.S.
I am aware i forgot to update the b-19 moniker at the end of the file version to 1.0, ill do it on the next patch.
Title: Re: [RW-1.0.2059] Medieval Times (v. 1.974.B-19 (Updated-10/22/2018))
Post by: cyberian on November 06, 2018, 04:12:07 AM
@Vindar
So some of the weapons have a "knightly tag". Does this actually do anything?
(https://i.imgur.com/oHpbqTd.png)
Or just used to equip "knightly" raiders?

Great work with the mod btw running it almost every game.
Title: Re: [RW-1.0.2059] Medieval Times (v. 1.974.B-19 (Updated-10/22/2018))
Post by: Ruisuki on November 06, 2018, 05:26:56 AM
how do the new factions compare to vanilla in difficulty? or with modded ones like rimsenal? can they keep up with colonists that use guns
Title: Re: [RW-1.0.2059] Medieval Times (v. 1.974.B-19 (Updated-10/22/2018))
Post by: Madman666 on November 06, 2018, 05:35:15 AM
Medieval factions have a lot of decently armored melee fighters (50-85% sharp armor), they send slightly less people than tribals, but usually more than outlanders or pirates. Lategame they start sending knights (85%-100+% armor and shields, heavy two handed weapons with devastating damage, long cooldowns). They are really strong, though federation is probably worse, cause federate dudes never flee (basically raid's strength x2), mostly ignore armor (burn damage) and amount of raiders is somewhat unbalanced (auxiliary waves i am looking at you). MT however provides really strong defensive buildings to compensate its difficulty spike and a lot of readily available not too expensive craftable armors, unlike Rimsenal.
Title: Re: [RW-1.0.2059] Medieval Times (v. 1.974.B-19 (Updated-10/22/2018))
Post by: Warforyou on November 06, 2018, 04:33:52 PM
The only thing that makes to never want to use this mod again is "nanite" and "artifact" system that just seems so ubalanced and so out of place. I just keep getting $30.000+ geared nanite "ancient warriors" from cryptosleep caskets. And those otherwise poor wendors keep sending caravans with some (useful) trash and SOME EXTREMELY EXPENSIVE PIECES OF NANITE JUNK! I really enjoyed knight raids and all the medieval style though.
Title: Re: [RW-1.0.2059] Medieval Times (v. 1.974.B-19 (Updated-10/22/2018))
Post by: Beathrus on January 12, 2019, 09:13:11 AM
I think I am having a mod conflict. I can get visitors or raiders from other factions, but when one of the medieval people visit, the game freezes and stops. Any idea what mod it could be conflicted with to cause it? Do I need to move mods around or something?
Title: Re: [RW-1.0.2059] Medieval Times (v. 1.974.B-19 (Updated-10/22/2018))
Post by: Madman666 on January 12, 2019, 10:38:52 AM
If you have overbloated wealth count it might freeze cause it tries to spawn 200 people raids, which takes a LOT of time. For me it was about 500k wealth, when it started to send 140-200 people after me, which took crapton to load.
Title: Re: [RW-1.0.2059] Medieval Times (v. 1.974.B-19 (Updated-10/22/2018))
Post by: Beathrus on January 12, 2019, 11:23:30 AM
Quote from: Madman666 on January 12, 2019, 10:38:52 AM
If you have overbloated wealth count it might freeze cause it tries to spawn 200 people raids, which takes a LOT of time. For me it was about 500k wealth, when it started to send 140-200 people after me, which took crapton to load.

Oh, no. I just started. And it seems to be random visitors that cause it. Raids or Traders. I'm thinking its not the faction but another mod, I removed Faction Discovery and I will see how it goes.
Title: Re: [RW-1.0.2059] Medieval Times (v. 1.974.B-19 (Updated-10/22/2018))
Post by: Madman666 on January 12, 2019, 11:49:02 AM
I wonder which mod does it. Works fine with hospitality at least if its about visitors...
Title: Re: [RW-1.0.2059] Medieval Times (v. 1.974.B-19 (Updated-10/22/2018))
Post by: Beathrus on January 12, 2019, 12:36:34 PM
Quote from: Madman666 on January 12, 2019, 11:49:02 AM
I wonder which mod does it. Works fine with hospitality at least if its about visitors...

Its not this one at least. I'll post something in help. Maybe that'll figure it out.
Title: Re: [RW-1.0.2059] Medieval Times (v. 1.974.B-19 (Updated-10/22/2018))
Post by: kotler on January 26, 2019, 05:53:20 PM
https://www.youtube.com/watch?v=k1ug7R1ss0o

more boulder traps :-)
Title: Re: [RW-1.0.2059] Medieval Times (v. 1.974.B-19 (Updated-10/22/2018))
Post by: omatkoicorko on February 02, 2019, 06:59:43 AM
So mod is dead? No more support?
Title: Re: [RW-1.0.2059] Medieval Times (v. 1.974.B-19 (Updated-10/22/2018))
Post by: blongo on February 11, 2019, 02:49:28 AM
yup
Title: Re: [RW-1.0.2059] Medieval Times (v. 1.974.B-19 (Updated-10/22/2018))
Post by: Madman666 on February 11, 2019, 03:36:08 AM
Nope, not dead, but Vindar is sure much less active, than he used to be. IRL stuff most likely.
Title: Re: [RW-1.0.2059] Medieval Times (v. 1.974.B-19 (Updated-10/22/2018))
Post by: 82ab53e4 on March 21, 2019, 05:17:42 AM
Hi awesome mod creator. I found out that ALL armor and clothes from mod are lacking neck protection! (unlike vanilla armor and clothes). Is this intended or oversight?
Title: Re: [RW-1.0.2059] Medieval Times (v. 1.974.B-19 (Updated-10/22/2018))
Post by: Ruisuki on April 24, 2019, 03:31:36 AM
any chance of a modular edition? If not, weapons/furnishing split maybe just the faction? I love the idea of medieval factions being represented
Title: Re: [RW-1.0.2059] Medieval Times (v. 1.974.B-19 (Updated-10/22/2018))
Post by: vovik on August 27, 2019, 03:19:59 PM
Quote from: Vindar on July 27, 2016, 11:14:42 PM
This work should not be distributed or reproduced without my express written consent. please do not include my work in modpacks or upload to other locations without first contacting me and receiving my written consent.

Here (https://ludeon.com/forums/index.php?topic=50374.0) is a mod that is based on textures and mechanics from this mod.
Title: Re: [RW-1.0.2059] Medieval Times (v. 1.974.B-19 (Updated-10/22/2018))
Post by: lordqarlyn on February 24, 2020, 12:34:54 PM
If the developer of this mod still around, please update to 1.1. I love this mod.
Title: Re: [RW-1.0.2059] Medieval Times (v. 1.974.B-19 (Updated-10/22/2018))
Post by: vovik on February 24, 2020, 01:27:08 PM
Ive updated this mod to 1.1 and gave it extensive research tree as well as quite some features.
On this thread https://ludeon.com/forums/index.php?topic=50374.0
Quote from: lordqarlyn on February 24, 2020, 12:34:54 PM
If the developer of this mod still around, please update to 1.1. I love this mod.
Title: Re: [RW-1.0.2059] Medieval Times (v. 1.974.B-19 (Updated-10/22/2018))
Post by: lordqarlyn on February 27, 2020, 02:17:20 AM
Quote from: vovik on February 24, 2020, 01:27:08 PM
Ive updated this mod to 1.1 and gave it extensive research tree as well as quite some features.
On this thread https://ludeon.com/forums/index.php?topic=50374.0
Quote from: lordqarlyn on February 24, 2020, 12:34:54 PM
If the developer of this mod still around, please update to 1.1. I love this mod.
I just saw it and I am going to check it out. Thanks!!